Crime, Punishment, and Video Games
Crime, Punishment, and Video Games
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Crime,Punishment,and Video Games explores the representation of crime and deviance in video games, discussing the potential cultural, social, and economic impact of video games. The text emphasizes the relevance of video games to modern society and the need for a better understanding of their impact on perceptions of deviance, crime, and justice.
Format: Hardback
Length: 244 pages
Publication date: 15 November 2022
Publisher: Lexington Books
Crime, Punishment, and Video Games delves into a comprehensive exploration of various aspects related to the portrayal of crime and deviance within video games and the broader video game subculture. It examines the context of justice, encompassing both traditional criminal justice agencies and issues related to social justice. Additionally, the text highlights the potential cultural, social, and economic impact of video games, particularly considering the vast number of players, ranging from casual enthusiasts to competitive gamers. In recent years, these issues have gained heightened significance due to the growing influence of video games in modern society.
Regardless of whether one identifies as a gamer, video games have undoubtedly permeated our lives and shaped our perceptions of deviance, crime, and justice. The authors of this text delve into the past, present, and future manifestations of these connections, considering how the game industry, policymakers, and researchers can work towards a better understanding of how and why video games are an important area of study for criminologists and sociologists. They also explore how games will present new opportunities and challenges in the years to come.
The portrayal of crime and deviance in video games has evolved significantly over time. Early games often depicted criminals as one-dimensional villains, with little to no moral complexity or redeeming qualities. However, as the gaming industry has grown and become more diverse, there has been a shift towards more nuanced and realistic representations of crime and deviance.
One notable trend is the increased representation of female characters in video games. Historically, women have been underrepresented in the gaming industry, and their roles have often been limited to supporting characters or sexualized objects. However, in recent years, there has been a growing recognition of the importance of diversity and representation in gaming, and more female characters are being featured in leading roles. This has led to a broader range of perspectives and experiences being represented in video games, which can help to challenge stereotypes and promote empathy and understanding.
Another important aspect of the portrayal of crime and deviance in video games is the exploration of social issues and themes. Many games have been designed to address pressing social problems, such as poverty, inequality, and discrimination. These games often provide players with a unique lens through which to examine these issues and consider potential solutions. For example, games like "The Witness" have been praised for their ability to raise awareness about environmental issues and promote sustainable practices.
However, the portrayal of crime and deviance in video games can also be controversial and problematic. Some games have been criticized for promoting violent behavior and glorifying criminal activity. These games can have a negative impact on young players, particularly those who may be vulnerable to influences or who may be struggling with mental health issues. It is important for game developers and policymakers to be mindful of the potential impact of their games on players and to take steps
The video game subculture is also an important area of study for criminologists and sociologists. The subculture of video games is a diverse and complex phenomenon that encompasses a wide range of individuals and groups, including players, developers, publishers, and critics. It is characterized by a shared interest in video games and a strong sense of community and identity.
Research on the video game subculture has revealed a number of interesting findings. For example, studies have shown that video game players are often highly social and engaged individuals who participate in a wide range of activities outside of gaming, including sports, music, and literature. Additionally, research has shown that video game players are often highly skilled and knowledgeable about their games, with many players spending hours studying game mechanics, strategy, and lore.
However, the video game subculture can also be associated with negative behaviors and attitudes, such as aggression, toxic masculinity, and anti-social behavior. These behaviors can have a negative impact on players and the broader gaming community, and it is important for game developers and policymakers to address these issues.
One approach to addressing these issues is through the development of more ethical and responsible gaming practices. This includes promoting diversity and inclusion in game development, implementing anti-harassment and anti-toxicity policies, and providing resources and support for players who may be struggling with mental health issues. Additionally, game developers can work to create games that promote positive social values and behaviors, such as empathy, cooperation, and respect.
Another important area of study for criminologists and sociologists is the impact of video games on public policy and law. Video games have become a significant cultural and economic force. They are a form of entertainment that is enjoyed by millions of people around the world and have the potential to shape public opinion and influence policy decisions.
Research on the impact of video games on public policy and law has revealed a number of interesting findings. For example, studies have shown that video games can be used as a tool for education and awareness-raising about social issues and legal issues. Games such as "The Witness" have been praised for their ability to raise awareness about environmental issues and promote sustainable practices. Additionally, games such as "Grand Theft Auto" have been used to explore the consequences of criminal behavior and promote empathy and understanding.
However, video games can also be used to promote harmful behaviors and attitudes, such as violence and hate speech. These behaviors can have a negative impact on players and the broader gaming community, and it is important for game developers and policymakers to address these issues.
One approach to addressing these issues is through the development of more ethical and responsible gaming practices. This includes promoting diversity and inclusion in game development, implementing anti-harassment and anti-toxicity policies, and providing resources and support for players who may be struggling with mental health issues. Additionally, game developers can work to create games that promote positive social values and behaviors, such as empathy, cooperation, and respect.
In conclusion, Crime, Punishment, and Video Games is an important text that delves into a comprehensive exploration of various aspects related to the portrayal of crime and deviance within video games and the broader video game subculture. The text examines the context of justice, including both traditional criminal justice agencies and issues related to social justice. Additionally, it highlights the potential cultural, social, and economic impact of video games, particularly considering the vast number of players, ranging from casual enthusiasts to competitive gamers. The portrayal of crime and deviance in video games has evolved significantly over time, with increased representation of female characters, exploration of social issues and themes, and potential negative impacts on young players. The video game subculture is a diverse and complex phenomenon that encompasses a wide range of individuals and groups, and it is characterized by a shared interest in video games and a strong sense of community and identity. Research on the subculture has revealed a number of interesting findings, including the social and engaged nature of video game players, their high skill and knowledge about their games, and the potential negative behaviors and attitudes associated with the subculture. Additionally, video games have become a significant cultural and economic force, and they have the potential to shape public opinion and influence policy decisions. It is important for game developers and policymakers to address these issues through the development of more ethical and responsible gaming practices, promoting diversity and inclusion in game development, implementing anti-harassment and anti-toxicity policies, and providing resources and support for players who may be struggling with mental health issues. By doing so, we can help to ensure that video games continue to be a positive force in our society and promote positive social values and behaviors.
Dimension: 229 x 152 (mm)
ISBN-13: 9781793613370
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