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Computer games and narrative progression

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posted on 2024-07-11, 15:15 authored by Mark FinnMark Finn
As one of the more visible manifestations of the boom in new media, computer games have attracted a great deal of attention, both from the popular press, and from academics. In the case of the former, much of this coverage has focussed on the perceived danger games pose to the young mind, whether that danger be physical (in terms of bodily atrophy due to inactivity) or social (in terms of anti-social and even violent behaviour, caused by exposure to specific types of content). The massacre at Columbine High School in the United States seems to have further fuelled these fears, with several stories focusing on the fact that the killers were both players of violent video games. These concerns have also found their way into political circles, promoting a seemingly endless cycle of inquiries and reports. Academic discourse on the subject has, perhaps somewhat surprisingly, tended to adopt a similar line, tracing out a return to the dark days of media effects theory. This is especially true of those studies that focus on the psychological aspects of computer game usage.

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ISSN

1441-2616

Journal title

M/C: A Journal of Media and Culture

Volume

3

Issue

5

Publisher

University of Queensland

Copyright statement

Copyright © 2000. All articles published in M/C Journal are published under a Creative Commons Attribution Noncommercial No Derivatives 3.0 Licence (https://creativecommons.org/licenses/by-nc-nd/3.0/).

Language

eng

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