Video Games Crime and Next Gen Deviance

Video Games  Crime and Next Gen Deviance
Author: Craig Kelly,Adam Lynes,Kevin Hoffin
Publsiher: Emerald Group Publishing
Total Pages: 151
Release: 2020-07-03
Genre: Social Science
ISBN: 9781838674496

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The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, freely available to read online. Drawing on the emerging deviant literature perspective, this book explores a range of culturally embedded harms and other activities to offer new insight on the idea that video games are intertwined with forms of deviancy.

Deviant Leisure

Deviant Leisure
Author: Thomas Raymen,Oliver Smith
Publsiher: Springer Nature
Total Pages: 439
Release: 2019-09-28
Genre: Social Science
ISBN: 9783030177362

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This book brings together a collection of critical essays that challenge the existing dogma of leisure as an unmitigated social good, in order to examine the commodification and marketisation of leisure across a number of key sites. Leisure and consumer culture have become symbolic of the individual freedoms of liberal society, ostensibly presenting individuals with the opportunity to display individual creativity, cultural competence and taste. This book problematizes these assertions, and considers the range of harms that emerge in a consumer society predicated upon intense individualism and symbolic competition. Approaching the field of commodified leisure through the lens of social harm, this collection of essays pushes far beyond criminology’s traditional interest in ‘deviant’ forms of leisure, to consider the normalized social, interpersonal and environmental harms that emerge at the intersection of leisure and consumer capitalism. Capturing the current vitality and interdisciplinary scope of recent work which is underpinned by the deviant leisure perspective, this collection uses case studies, original research and other forms of empirical enquiry to scrutinise activities that range from alcohol consumption and gambling, to charity tourism; CrossFit training; and cosmetic pharmaceuticals. Drawn from researchers across the UK, US, Europe and Australia, Deviant Leisure: Criminological Perspectives on Leisure and Harm represents the first systematic attempt at a criminological consideration of the global harms of the leisure industry; firmly establishing leisure as a subject of serious criminological importance.

Media and Crime

Media and Crime
Author: Yvonne Jewkes
Publsiher: SAGE
Total Pages: 353
Release: 2015-02-16
Genre: Social Science
ISBN: 9781473917316

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This book critically examines the complex interactions between media and crime. Written with an engaging and authoritative voice, it guides you through all the key issues, ranging from news reporting of crime, media constructions of children and women, moral panics, and media and the police to ′reality′ crime shows, surveillance and social control. This third edition: Explores innovations in technology and forms of reporting, including citizen journalism. Examines the impact of new media including mobile, Internet and digital technologies, and social networking sites. Features chapters dedicated to the issues around cybercrime and crime film, along with new content on terrorism and the media. Shows you how to research media and crime. Includes discussion questions, further reading and a glossary. Now features a companion website, complete with links to journal articles, relevant websites and blogs. This is essential reading for your studies in criminology, media studies, cultural studies and sociology. The Key Approaches to Criminology series celebrates the removal of traditional barriers between disciplines and, specifically, reflects criminology’s interdisciplinary nature and focus. It brings together some of the leading scholars working at the intersections of criminology and related subjects. Each book in the series helps readers to make intellectual connections between criminology and other discourses, and to understand the importance of studying crime and criminal justice within the context of broader debates. The series is intended to have appeal across the entire range of undergraduate and postgraduate studies and beyond, comprising books which offer introductions to the fields as well as advancing ideas and knowledge in their subject areas.

Crime Punishment and Video Games

Crime  Punishment  and Video Games
Author: Kristine Levan,Steven Downing
Publsiher: Rowman & Littlefield
Total Pages: 236
Release: 2022-11-22
Genre: Social Science
ISBN: 9781793613387

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Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone considers themselves a gamer, video games are undoubtedly relevant to modern society, and this text discusses how the shift in gaming has impacted our perceptions of deviance, crime, and justice. The authors explore past, present and future manifestations of these connections, considering how the game industry, policy makers, and researchers can work toward a better understanding of how and why video games are an important area of study for criminologists and sociologists, and how games will present new promises and challenges in the years to come.

Rule Makers Rule Breakers

Rule Makers  Rule Breakers
Author: Michele Gelfand
Publsiher: Scribner
Total Pages: 384
Release: 2019-08-20
Genre: Social Science
ISBN: 9781501152948

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A celebrated social psychologist offers a radical new perspective on cultural differences that reveals why some countries, cultures, and individuals take rules more seriously and how following the rules influences the way we think and act. In Rule Makers, Rule Breakers, Michele Gelfand, “an engaging writer with intellectual range” (The New York Times Book Review), takes us on an epic journey through human cultures, offering a startling new view of the world and ourselves. With a mix of brilliantly conceived studies and surprising on-the-ground discoveries, she shows that much of the diversity in the way we think and act derives from a key difference—how tightly or loosely we adhere to social norms. Just as DNA affects everything from eye color to height, our tight-loose social coding influences much of what we do. Why are clocks in Germany so accurate while those in Brazil are frequently wrong? Why do New Zealand’s women have the highest number of sexual partners? Why are red and blue states really so divided? Why was the Daimler-Chrysler merger ill-fated from the start? Why is the driver of a Jaguar more likely to run a red light than the driver of a plumber’s van? Why does one spouse prize running a tight ship while the other refuses to sweat the small stuff? In search of a common answer, Gelfand spent two decades conducting research in more than fifty countries. Across all age groups, family variations, social classes, businesses, states, and nationalities, she has identified a primal pattern that can trigger cooperation or conflict. Her fascinating conclusion: behavior is highly influenced by the perception of threat. “A useful and engaging take on human behavior” (Kirkus Reviews) with an approach that is consistently riveting, Rule Makers, Ruler Breakers thrusts many of the puzzling attitudes and actions we observe into sudden and surprising clarity.

The Circle

The Circle
Author: Dave Eggers
Publsiher: Knopf Canada
Total Pages: 528
Release: 2013-10-08
Genre: Fiction
ISBN: 9780345808608

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LONGLISTED 2015 – International IMPAC Dublin Literary Award The Circle is the exhilarating new novel from Dave Eggers, bestselling author of A Hologram for the King, a finalist for the National Book Award. When Mae Holland is hired to work for the Circle, the world’s most powerful internet company, she feels she’s been given the opportunity of a lifetime. The Circle, run out of a sprawling California campus, links users’ personal emails, social media, banking, and purchasing with their universal operating system, resulting in one online identity and a new age of civility and transparency. As Mae tours the open-plan office spaces, the towering glass dining facilities, the cozy dorms for those who spend nights at work, she is thrilled with the company’s modernity and activity. There are parties that last through the night, there are famous musicians playing on the lawn, there are athletic activities and clubs and brunches, and even an aquarium of rare fish retrieved from the Marianas Trench by the CEO. Mae can’t believe her luck, her great fortune to work for the most influential company in the world—even as life beyond the campus grows distant, even as a strange encounter with a colleague leaves her shaken, even as her role at the Circle becomes increasingly public. What begins as the captivating story of one woman’s ambition and idealism soon becomes a heart-racing novel of suspense, raising questions about memory, history, privacy, democracy, and the limits of human knowledge.

It s Complicated

It s Complicated
Author: Danah Boyd
Publsiher: Yale University Press
Total Pages: 296
Release: 2014-02-25
Genre: Social Science
ISBN: 9780300166316

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Surveys the online social habits of American teens and analyzes the role technology and social media plays in their lives, examining common misconceptions about such topics as identity, privacy, danger, and bullying.

Video Games as Art

Video Games as Art
Author: Frank G. Bosman,Archibald L.H.M. van Wieringen
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 124
Release: 2022-11-07
Genre: History
ISBN: 9783110731019

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Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.