Abstract
In this chapter, I will begin by exploring the role played by violence in videogames, examining whether the competitive element central to games renders aggression intrinsic to the medium, and the extent to which this is remembered from preceding videogames and other media. I will utilize the work of Stephen Kline, Nick Dyer-Witheford and Greig De Peuter (2003) in highlighting the role played by the American military in subsidizing videogame development from the 1960s onwards. I will also briefly examine the argument that the dominance of young males working in the videogames industry necessarily leads to the development and targeting of violent games intended for a young male demographic. I will then move on to explore three examples of videogames chosen because they engage with issues of nonviolence in a variety of different ways and arise out of differing production contexts.
Original language | English |
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Title of host publication | Cultural Memories of Nonviolent Struggles: Powerful Times |
Editors | Anna Reading, Tamar Katriel |
Place of Publication | U.K. |
Publisher | Palgrave |
Pages | 226-244 |
Number of pages | 19 |
ISBN (Electronic) | 9781137032737 |
ISBN (Print) | 9781137032713 |
DOIs | |
Publication status | Published - 2015 |
Keywords
- digital media
- memory
- video games