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  • 1
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    transcript Verlag
    Publication Date: 2024-03-28
    Description: Grand Theft Auto, Battlefield, Counterstrike – more and more, violence in computer games is becoming the subject of heated discussion. But what emotional experiences does the playful use of virtual violence make possible? Through participato observation in online games and at LAN parties and analyses of interviews, magazines, and videos, Christopher Bareither presents in detail how millions of people can take pleasure from that which would shock others. By refraining from judgmental cliches, this ethnographic study is able to provide a decisive contribution to a debate at the crossroads of popular culture, politics, and the public sphere.
    Description: Grand Theft Auto, Battlefield, Counter-Strike – Gewalt in Computerspielen wird immer wieder kontrovers diskutiert. Doch welche emotionalen Erfahrungen ermöglicht der spielerische Umgang mit virtueller Gewalt? Durch teilnehmende Beobachtungen in Online-Games und auf LAN-Partys sowie mithilfe von Interview-, Zeitschriften- und Videoanalysen arbeitet Christoph Bareither heraus, wie Millionen von Menschen etwas als vergnüglich erleben können, was andere schockiert. Ohne wertende Klischees zu bedienen, leistet die ethnografische Studie damit einen entscheidenden Beitrag zu einer Debatte am Schnittfeld von Populärkultur, Politik und Öffentlichkeit.
    Keywords: gewalt ; computer game ; mediensoziologie ; ethonography ; violence ; cultural anthropology ; media ; medien ; computerspiel ; computer games ; online games ; video game ; popular culture ; sociology of media ; emotion ; pleasure ; medienwissenschaft ; kulturanthropologie ; media studies ; feeling ; vergnügen ; populärkultur ; videospiel ; ethnografie ; Avatar (Internet) ; Gronkh ; Let’s Play ; Sarazar ; YouTube ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
    Language: German
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  • 2
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    Cambridge University Press
    Publication Date: 2022-08-09
    Description: Violence in video games has been a controversial object of public discourse for several decades. Building upon an extensive ethnographic study of players' emotional practices,this Element provides new insights into the complexity and pleasures of player experiences, contributing to societal and academic debate on a critical aspect of video gaming.
    Keywords: history of ideas ; social sciences ; bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFC Cultural studies ; bic Book Industry Communication::H Humanities::HB History::HBT History: specific events & topics::HBTB Social & cultural history
    Language: English
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  • 3
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    Taylor & Francis | Routledge
    Publication Date: 2024-03-29
    Description: At the heart of many studies in media anthropology is an interest in media practices. While practice-oriented approaches have gained momentum as of late, there has been little discussion about how they can include particular “media texts” or “media content” into their research designs. This is especially true for digital content on social media platforms, such as digital images, captions, emojis, hashtags, and so on, which have become popular objects of ethnographic investigation. Though digital content has clear empirical value for ethnographic studies, researchers are unclear about how to approach it conceptually and methodologically. In the following chapter, I argue that digital content itself can be analysed as practice. Using my ethnographic study of digital practices at the Memorial to the Murdered Jews of Europe as an example, I show that digital content can be studied as routines in the interplay of human bodies, social and cultural conventions, and the affordances of digital media technologies. My practice approach does not read content as text; rather, it asks how the practices of its creators live on through digital content. This perspective offers a new way of conducting content analysis from an ethnographic perspective and expands the toolbox available for media anthropological research.
    Keywords: digital content, media practice, ethnology ; bic Book Industry Communication::J Society & social sciences::JH Sociology & anthropology::JHM Anthropology ; bic Book Industry Communication::J Society & social sciences::JH Sociology & anthropology::JHM Anthropology::JHMC Social & cultural anthropology, ethnography ; thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHM Anthropology ; thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHM Anthropology::JHMC Social and cultural anthropology
    Language: English
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