When it comes to violent video games, promptly it often creeps that they could negatively affect players, especially with regards to managing their aggression. Recently, we hear of reports in which the cause of a crime or even a murder is attributed to video games, with statements such as "my son was ruined by video games", "GTA V urges crime", and so on. In the common sense, in fact, the aggressive content is sufficient to establish the videogame itself as the first cause of a crime. In the collective imagination, unlike cinema (doesn't it also have violent and addictive contents to violence?) and other forms of art, video games are stigmatized as morally harmful, encouraging inappropriate behavior in social life. In support of these positions there are numerous scientific studies, which, however, often do not consider the context of the person under study, ignoring their origin, family history, social context. All this is part of a series of beliefs which, confirmed by studies carried out with gross methodology, have contributed to a misinformation that first infected videogames with violent content, subsequently the videogame world in a broad sense. This thesis aims to analyze the situation in the literature regarding the possible relationship between the video games practice and the onset of violent behavior, investigating the subject of Game Studies, of video games and violence, as well as the various studies and researches carried out on the subject of this debate.
Quando si parla di videogiochi violenti, prontamente spesso si insinua che possano influenzare negativamente i giocatori, specialmente per quanto riguarda la gestione della loro aggressività. Recentemente, si sente di notizie in cui la causa di un reato o addirittura un omicidio venga attribuita ai videogame, con dichiarazioni come “mio figlio è stato rovinato dai videogame”, “GTA V esorta alla criminalità”, e via dicendo. Nel senso comune infatti, il contenuto aggressivo è sufficiente per sancire come causa prima di un misfatto il videogioco stesso. Nell’immaginario collettivo, a differenza di cinema (non ha contenuti violenti ed assuefacenti alla violenza anche questo?) e di altre forme d’arte, i videogiochi sono stigmatizzati come diseducativi, incentivanti comportamenti scorretti nella vita in società. A sostegno di queste posizioni ci sono numerosi studi scientifici, i quali tuttavia spesso e volentieri non considerano il contesto della persona soggetto di studio, ignorandone origine, storia familiare, contesto sociale. Tutto questo rientra in quella serie di credenze che, confermate da studi svolti con grossolana metodologia, hanno contribuito ad una mal informazione che ha contagiato dapprima i videogiochi a contenuto violento, successivamente il mondo videoludico in senso ampio. Questa tesi si propone di analizzare la situazione esistente in letteratura riguardo alla possibile relazione tra la pratica videoludica e l’insorgenza di comportamenti violenti, indagando il tema dei Game Studies, dei videogiochi e della violenza, oltre che i vari studi e ricerche effettuati in merito a tale dibattito.
Blame Game. Un'analisi della relazione tra pratica videoludica e l'insorgenza di comportamenti violenti
SCARIONI, CATERINA
2017/2018
Abstract
When it comes to violent video games, promptly it often creeps that they could negatively affect players, especially with regards to managing their aggression. Recently, we hear of reports in which the cause of a crime or even a murder is attributed to video games, with statements such as "my son was ruined by video games", "GTA V urges crime", and so on. In the common sense, in fact, the aggressive content is sufficient to establish the videogame itself as the first cause of a crime. In the collective imagination, unlike cinema (doesn't it also have violent and addictive contents to violence?) and other forms of art, video games are stigmatized as morally harmful, encouraging inappropriate behavior in social life. In support of these positions there are numerous scientific studies, which, however, often do not consider the context of the person under study, ignoring their origin, family history, social context. All this is part of a series of beliefs which, confirmed by studies carried out with gross methodology, have contributed to a misinformation that first infected videogames with violent content, subsequently the videogame world in a broad sense. This thesis aims to analyze the situation in the literature regarding the possible relationship between the video games practice and the onset of violent behavior, investigating the subject of Game Studies, of video games and violence, as well as the various studies and researches carried out on the subject of this debate.File | Dimensione | Formato | |
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2019_4_Scarioni.pdf
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https://hdl.handle.net/10589/147168