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

This content is currently only available as a PDF

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

Addictive behaviour
, 78

Aetiological crisis
, 31–32

Audio-visual apparatus
, 50–51

Augers
, 161–162

Azeroth
, 118–119

Bachelor Party
, 160–161

Bad Bobby
, 122–123

Bassline anxiety
, 35–36

Batman
, 158–159

The Big Bang Theory
, 118–119

#BlackLivesMatter
, 168–169

Blue Whale online phenomenon
, 51–52

Bobo Doll experiment
, 9–10

Brown Box
, 55–56

Bureau of Justice Statistics (BJS)
, 184

Call of Duty: WWII
, 78, 80

Cathode ray tube (CRT)
, 53–54

Chronicles of Riddick: Escape from Butcher Bay
, 179–180

Cissexism
, 133

Civilising process theory
, 151–152

Clickbait
, 35–36

Columbine shooting
, 26

Consumer capitalism
, 38–39, 95–96

Conventional criminological approaches
, 2

Cultural criminology
, 152–153, 155–156, 179–180

Custer’s Revenge
, 57, 159–160

Cyber criminality
, 115–116

Daily Mail
, 61–62

Death race
, 25–26

Democratisation
, 113–114, 117–121

Deviant leisure
, 3

Digital Equipment Corporation (DEC)
, 53–54

Digital market place
, 74

Domestic terrorism
, 36–37

Election fraud
, 115–116

Electronic Arts (EA)
, 80–81

Environment and Communications References Committee
, 81–82

Esports
, 95–96, 191–192

EVE Online (CCP Games)
, CH2003, 122–125

Extra-legal governance
, 180–181

Extreme claims come before data
, 29–30

Facebook
, 73–74

Fantasy role-playing game
, 8–9

Fatalities
, 57–58

Federal Bureau of Investigation (FBI)
, 80–81

Feminism
, 153–154

Fraud

democratisation
, 113–114

election
, 115–116

and embezzlement
, 113–114

insurance
, 115–116

Interstellar Kredits (ISK)
, 122–123

online-based
, 113–114

proliferation
, 113–114

Freemium model
, 63–64

Galaxy Game
, 54–55

Gal*Gun Series
, 166–167

Gaming deviance

criminality
, 60

Custer’s Revenge
, 57

Daily Mail
, 61–62

fatalities
, 57–58

gambling
, 63–64

Grand Theft Auto series
, 59–62

grinding
, 63–64

next gen
, 59–64

second generation
, 56–59

swatting
, 62–63

The gay plague
, 138–139

Gender dysphoria
, 141

God of War
, 51–52, 156–159

Grand Theft Auto: III
, 138, 140–141

Grand Theft Auto: IV
, 137–138, 140, 165–166

Grand Theft Auto: San Andreas
, 138–139

Grand Theft Auto series
, 51–52, 59–62

Grand Theft Auto: V
, 116–117, 140, 142

Grand Theft Auto: Vice City
, 139–141

Grinding
, 63–64

Heterosexism
, 133

Homophobia
, 133

Illegitimate governance
, 180–181

Incentive and Earned Privileges (IEP) scheme
, 187–188

Instagram
, 73–74

Insurance fraud
, 115–116

Interstellar Kredits (ISK)
, 122–123

Introversion Software
, 183

Iron Man
, 158–159

Lemmings
, 184–185

Lesbian, gay, bisexual, transgender and queer (LGBTQ) communities

Grand Theft Auto
, 137–144

GTA games series
, 132

and non-LGBTQ people
, 135

normativity
, 133–134

phobias
, 133–134

protests
, 131–132

realism
, 135–136

real world
, 135–136

The Sims 4
, 136–137

United Kingdom
, 131–132

Loot boxes
, 79–82

Low Road
, 116–117

Ludodromes
, 78–79, 123–124

rape and extreme violence
, 166–168

Magnavox Odyssey
, 55–56

Masking behaviour
, 78–79

Massachusetts Institute of Technology (MIT)
, 53–54

Mass media communications industry

aggression concept
, 29

bassline anxiety
, 35–36

clickbait
, 35–36

columbine shooting
, 26

consumption
, 23–24

death race
, 25–26

domestic terrorism
, 36–37

forget moral panics
, 24–25

gaming companies
, 27–28

media
, 25–31

moral panics
, 23–24, 24–31

National Rifle Association
, 36–37

real-life violent video game
, 27–28

step-by-step critique
, 31–32

video game discourse
, 25–31

Media
, 25–31

#MeToo movements
, 168–169

Monstrous evil
, 6–7

Moral panics
, 23–24, 24–31

National Crime Agency
, 119–120

National Rifle Association
, 36–37

Next gen
, 59–64

Night Life
, 159

Night Trap
, 161–162

Online-based fraud
, 113–114

Online communities
, 84–85

Online gambling

addictive behaviour
, 78

adults gambling
, 78

credit card
, 77–78

Electronic Arts (EA)
, 80–81

Environment and Communications References Committee
, 81–82

identification
, 77–78

loot boxes
, 79–82

ludodromes
, 78–79

PlayStation Network
, 78–79

pseudo-gambling
, 79–80

Organised criminality
, 113–114

Pay-to-play system
, 123–124

Physical punishments
, 83–84

Physical violence
, 82–83

PlayStation 4
, 117–118

PlayStation Network
, 78–79

Police Paramilitary Units (PPUs)
, 77

Pornified society
, 153–154

Pornography
, 153–154, 164–165

Prison Architect
, 175–176, 183, 189–190, 193

Pseudo-gambling
, 79–80

Pseudo-price fixing
, 116–117

The Psycho
, 141

Rape Day
, 167–168

RC Bandit
, 140–141

Realism
, 135–136

Real-life violent video game
, 27–28

Red Dead Redemption 2
, 115–116, 179–180

Rockstar Games
, 178

Routine activity theory
, 12

Runescape
, 118–119

Running amok
, 97

Second generation
, 56–59

Self-designated necessity
, 95–96

Sexual abuse
, 153–154

Sexual assault
, 159

Sexual Deviance
, 159–161

Sexual violence
, 151–152, 158–159

Sim City 2000
, 177

The Sims 4
, 136–137

Simulation games
, 182–183

Special Weapons and Tactics (SWAT) team
, 77

criminal threats
, 81–82

standard operating procedures (SOPs)
, 77–78

Star Wars
, 132

Subjective harms
, 94

Swatting
, 62–63, 76, 80–81

Symbolic materials
, 13–14

Tomb Raider
, 156–159

Toxic masculinity
, 154

Traditional notion
, 3–4

Trans Fender
, 144

Transphobia
, 133

Trolling
, 83–84

Twitch.tv
, 73–75

Twitter
, 73–74

Uphill Gardener Centre
, 140–141

Valve Corporation
, 167–168

Vampires
, 161–162

Video games
, 114–115, 125–126

Bobo Doll experiment
, 9–10

celerity
, 8

certainty
, 8

civilising process theory
, 151–152

criminology
, 4–5

development
, 115

deviant leisure
, 3

discourse
, 25–31

fantasy role-playing game
, 8–9

female characters
, 153–154, 157

Night Life
, 159

peaceful debate
, 11–12

prison-themed
, 175–176

routine activity theory
, 12

severity
, 8

sexual violence
, 151–152

social scripts
, 8–9

symbolic materials
, 13–14

toolkit
, 2

traditional notion
, 3–4

twittersphere
, 5

violence
, 168–170

white-collar criminality. See White-collar criminality

The Village People
, 138

Vimeo
, 73–74

Violence

ludodrome
, 166–168

misogynistic
, 153–154

reproducible
, 161–162

societal patterns
, 153–154

Watch Dogs 2
, 115–116

White-collar criminality
, 94

democratisation
, 117–121

election fraud
, 115–116

Grand Theft Auto V
, 116–117

honour system
, 115–116

insurance fraud
, 115–116

Low Road
, 116–117

Massive Multiplayer Online Role Playing Game (MMORPG)
, 117–121

proliferation
, 113–114

Red Dead Redemption 2
, 115–116

seriousness
, 113–114

Watch Dogs 2
, 115–116

White Stallionz Gang
, 139–140

Widespread normalisation
, 94

Wild West analogy
, 83–84

World of Warcraft
, 117–118

Xbox 360
, 187–188

Xbox One
, 117–118

YouTube
, 73–74, 192–193

The Zarnecki Incursion
, 118–119

Zemiology
, 3–4