Video Games Crime and Next-Gen Deviance 2020
DOI: 10.1108/978-1-83867-447-220201011
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Conclusion

Abstract: When we began this project, we wanted to challenge the lack of nuance in both academic and media discussions around forms of deviance and video games. The book's opening chapters sought to explain, at times quite bluntly, the inadequacies of traditional sociological theory that has usually been used to investigate the subject area. The chapters proceeding this then aimed to put forth arguments, from various academics of differing theoretical positionality, on the realities of deviancy in video games, hopefully… Show more

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“…The prevalence of violence in video games (Lynes and Hoffin, 2020; Smith et al, 2003; Thompson and Haninger, 2001) and concerns over the influence of that violence on players (Mathur and VanderWeele, 2019) permeate academic and popular video game discourse. Video games are common spaces for challenge and competition (Sherry et al, 2006), often centered around violent content and themes (Waddington, 2007).…”
mentioning
confidence: 99%
“…The prevalence of violence in video games (Lynes and Hoffin, 2020; Smith et al, 2003; Thompson and Haninger, 2001) and concerns over the influence of that violence on players (Mathur and VanderWeele, 2019) permeate academic and popular video game discourse. Video games are common spaces for challenge and competition (Sherry et al, 2006), often centered around violent content and themes (Waddington, 2007).…”
mentioning
confidence: 99%