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Home > Society and Social Sciences > Social services and welfare, criminology > Crime and criminology > Causes and prevention of crime > Video Games, Crime and Next-Gen Deviance: Reorienting the Debate(Emerald Points)
Video Games, Crime and Next-Gen Deviance: Reorienting the Debate(Emerald Points)

Video Games, Crime and Next-Gen Deviance: Reorienting the Debate(Emerald Points)


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About the Book

The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, and freely available to read online. In recent decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this technology, the media, academia and, in some cases, governments, have drawn correlations between video games and serious instances of violence, focusing most notably on mass shootings. This narrow debate has distracted from our understanding of many of the harms which video games can, in some cases, cause, perpetuate or hide. Drawing upon the emerging deviant leisure perspective, this book seeks to re-orientate the debate on video games and their associated potential harms. Through the examination of culturally embedded harms such as gambling, sexual violence and addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined with aspects of deviancy.

Table of Contents:
Chapter 1.Introduction; Craig Kelly, Adam Lynes and Kevin Hoffin Chapter 2. Social Scientists as the Architects of their own Defeat in the Study of Video Games; Max Hart  Chapter 3. A chronology of video game deviance; Kevin Hoffin and Elaine DeVos   Chapter 4. Death by Swat: The Three Elements of Swatting; John Bahadur Lamb Chapter 5. Addiction, gambling and Gaming: Chasing the Digital Dragon; Melindy Brown and Saabirah Osman Chapter 6. The democratisation of white-collar criminality in video games; Craig Kelly and Adam Lynes  Chapter 7. Representation of LGBTQ Communities in the Grand Theft Auto Series; Ben Colliver Chapter 8. The Normalisation of Sexual Deviance and Sexual Violence in Video Games; Kevin Hoffin and Geraldine Lee-Treweek  Chapter 9. ‘Gaming the System?’ The Merits, Myth and Realities in Understanding Prison Architect: Security, Rehabilitation and Violence as Represented in the World’s Bestselling Carceral Video Game; James Treadwell   Chapter 10. Conclusion; Craig Kelly, Adam Lynes and Kevin Hoffin

About the Author :
Craig Kelly is Lecturer in Criminology at Birmingham City University. His research interests include violence, organised crime and illicit markets.  Adam Lynes is Senior Lecturer in Criminology at Birmingham City University, covering topics such as criminological theory, homicide, and transnational organised and corporate crime. Kevin Hoffin is Lecturer in Criminology at Birmingham City University. His research interests include transgression, subcultures and media representations of crime and justice, particularly in comics.


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Product Details
  • ISBN-13: 9781838674502
  • Publisher: Emerald Publishing Limited
  • Publisher Imprint: Emerald Publishing Limited
  • Height: 198 mm
  • No of Pages: 240
  • Series Title: Emerald Points
  • Sub Title: Reorienting the Debate
  • Width: 129 mm
  • ISBN-10: 1838674500
  • Publisher Date: 03 Jul 2020
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Spine Width: 13 mm
  • Weight: 256 gr


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