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Kline, S., Dyer-Witheford, N., & de Peuter, G. (2003). Digital play: Violence, gender, and the bias of game experience. McGill-Queen's University Press. 
Added by: Mark Grimshaw-Aagaard (14/01/2005, 15:25)   
Resource type: Book
ID no. (ISBN etc.): 0773525912
BibTeX citation key: Kline2003
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Categories: Demographics
Keywords: Gender, Violence
Creators: Dyer-Witheford, Kline, de Peuter
Publisher: McGill-Queen's University Press
Views: 12/830
Abstract
"Digital Play" offers a critical analysis of interactive media. Inspired by the work of Raymond Williams, the book traces the development of video gaming from its humble origins in hacker circles to its status as a $20 billion global cultural industry. Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter systematically debunk cyber-guru optimism about globally networked digital communications by analysing the management practices of the corporations that designed and marketed video games to youthful audiences. They reveal that the ascent of this new communications industry has been anything but smooth and inevitable. From Atari to Microsoft, Space Invaders to The Sims, the authors uncover the successive crises that forced game makers, faced with constant instabilities in the global entertainment sector, to become increasingly innovative.
Added by: Mark Grimshaw-Aagaard  
Notes
Of interest is the chapter entitled 'Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience' (pp.246-268) which, among other things has descriptions of some of the actions and gameplay in FPS games. Violence, as defined, is described solely on in-game action and the resulting visual gore. No mention is made of violence and the potential for certain sound to contribute to the 'violent' atmosphere of the game.
Added by: Mark Grimshaw-Aagaard  
WIKINDX 6.8.2 | Total resources: 1301 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)