<?xml version="1.0" encoding="UTF-8"?>
<mods xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.loc.gov/mods/v3" version="3.1" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-1.xsd">
  <titleInfo>
    <title>Playful virtual violence</title>
    <subTitle>an ethnography of emotional practices in video games</subTitle>
  </titleInfo>
  <name type="personal">
    <namePart>Bareither, Christoph</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
    <role>
      <roleTerm type="text">author.</roleTerm>
    </role>
  </name>
  <typeOfResource>text</typeOfResource>
  <originInfo>
    <place>
      <placeTerm type="code" authority="marccountry">enk</placeTerm>
    </place>
    <dateIssued encoding="marc">2020</dateIssued>
    <issuance>monographic</issuance>
  </originInfo>
  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
  </language>
  <physicalDescription>
    <extent>1 online resource (65 pages) : digital, PDF file(s).</extent>
  </physicalDescription>
  <abstract>Violence in video games has been a controversial object of public discourse for several decades. The question of what kind of emotional experiences players enact when playing with representations of physical violence in games has been largely ignored however. Building upon an extensive ethnographic study of players' emotional practices in video games, including participant observation in online games, qualitative interviews, an analysis of YouTube videos and gaming magazines since the 1980s, this Element provides new insights into the complexity and diversity of player experiences and the pleasures of playful virtual violence. Instead of either defending or condemning the players, it contributes foundational, unprejudiced knowledge for a societal and academic debate on a critical aspect of video gaming. This title is also available as Open Access on Cambridge Core.</abstract>
  <note type="statement of responsibility">Christoph Bareither.</note>
  <note>Title from publisher's bibliographic system (viewed on 13 Oct 2020).</note>
  <note>Open Access title.</note>
  <subject authority="lcsh">
    <topic>Video games</topic>
    <topic>Psychological aspects</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Video games</topic>
    <topic>Social aspects</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Violence in video games</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Emotions</topic>
    <topic>Anthropological aspects</topic>
  </subject>
  <classification authority="lcc">GV1469.34.P79 B37 2020</classification>
  <classification authority="ddc" edition="23">794.8</classification>
  <relatedItem type="otherFormat" displayLabel="Print version: "/>
  <relatedItem type="series">
    <titleInfo>
      <title>Cambridge elements</title>
      <partName>Elements in histories of emotions and the senses</partName>
    </titleInfo>
  </relatedItem>
  <identifier type="isbn">9781108873079 (ebook)</identifier>
  <identifier type="isbn" invalid="yes"/>
  <identifier type="uri">https://doi.org/10.1017/9781108873079</identifier>
  <location>
    <url>https://doi.org/10.1017/9781108873079</url>
  </location>
  <accessCondition type="restrictionOnAccess">Open Access title.</accessCondition>
  <recordInfo>
    <recordContentSource authority="marcorg">UkCbUP</recordContentSource>
    <recordCreationDate encoding="marc">191004</recordCreationDate>
    <recordChangeDate encoding="iso8601">20250826121418.0</recordChangeDate>
    <recordIdentifier source="UkCbUP">CR9781108873079</recordIdentifier>
    <languageOfCataloging>
      <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
    </languageOfCataloging>
  </recordInfo>
</mods>
