Index
Video Games Crime and Next-Gen Deviance
ISBN: 978-1-83867-450-2, eISBN: 978-1-83867-447-2
Publication date: 3 July 2020
Citation
(2020), "Index", Kelly, C., Lynes, A. and Hoffin, K. (Ed.) Video Games Crime and Next-Gen Deviance, Emerald Publishing Limited, Leeds, pp. 209-214. https://doi.org/10.1108/978-1-83867-447-220201012
Publisher
:Emerald Publishing Limited
Copyright © 2020 Craig Kelly, Adam Lynes and Kevin Hoffin. Published Emerald Publishing Limited. This work is published under the Creative Commons Attribution (CC BY 4.0) licence. Anyone may reproduce, distribute, translate and create derivative works of this work (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this licence may be seen at http://creativecommons.org/licences//4.0/legalcode
INDEX
- Prelims
- 1 Introduction: Reorientating the Debate
- 2 Social Scientists as the Architects of Their Own Defeat in the Study of Video Games
- 3 A Chronology of Video Game Deviance
- 4 Death by Swat: The Three Elements of Swatting
- 5 Addiction, Gambling and Gaming: Chasing the Digital Dragon
- 6 The Democratisation of White-collar Criminality in Video Games
- 7 Representation of LGBTQ Communities in the Grand Theft Auto Series
- 8 The Normalisation of Sexual Deviance and Sexual Violence in Video Games
- 9 ‘Gaming the System?’ The Merits, Myths and Realities in Understanding Prison Architect: Security, Rehabilitation and Violence as Represented in the World's Bestselling Carceral Video Game
- 10 Conclusion
- Index