Crime, Punishment, and Video Games


Book Description

Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone considers themselves a gamer, video games are undoubtedly relevant to modern society, and this text discusses how the shift in gaming has impacted our perceptions of deviance, crime, and justice. The authors explore past, present and future manifestations of these connections, considering how the game industry, policy makers, and researchers can work toward a better understanding of how and why video games are an important area of study for criminologists and sociologists, and how games will present new promises and challenges in the years to come.




The Oxford Handbook of Digital Technologies and Mental Health


Book Description

This book provides a comprehensive and authoritative description of the relationships between mental health and digital technology use, including how such technologies may be harnessed to improve mental health.




The PlayStation Dreamworld


Book Description

From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.




Punishment Without Crime


Book Description

A revelatory account of the misdemeanor machine that unjustly brands millions of Americans as criminals. Punishment Without Crime offers an urgent new interpretation of inequality and injustice in America by examining the paradigmatic American offense: the lowly misdemeanor. Based on extensive original research, legal scholar Alexandra Natapoff reveals the inner workings of a massive petty offense system that produces over 13 million cases each year. People arrested for minor crimes are swept through courts where defendants often lack lawyers, judges process cases in mere minutes, and nearly everyone pleads guilty. This misdemeanor machine starts punishing people long before they are convicted; it punishes the innocent; and it punishes conduct that never should have been a crime. As a result, vast numbers of Americans -- most of them poor and people of color -- are stigmatized as criminals, impoverished through fines and fees, and stripped of drivers' licenses, jobs, and housing. For too long, misdemeanors have been ignored. But they are crucial to understanding our punitive criminal system and our widening economic and racial divides. A Publishers Weekly Best Book of 2018




Crime, Punishment, and Mental Illness


Book Description

Hundreds of thousands of the inmates who populate the nation's jails and prison systems today are identified as mentally ill. Many experts point to the deinstitutionalization of mental hospitals in the 1960s, which led to more patients living on their own, as the reason for this high rate of incarceration. But this explanation does not justify why our society has chosen to treat these people with punitive measures. In Crime, Punishment, and Mental Illness, Patricia E. Erickson and Steven K. Erickson explore how societal beliefs about free will and moral responsibility have shaped current policies and they identify the differences among the goals, ethos, and actions of the legal and health care systems. Drawing on high-profile cases, the authors provide a critical analysis of topics, including legal standards for competency, insanity versus mental illness, sex offenders, psychologically disturbed juveniles, the injury and death rates of mentally ill prisoners due to the inappropriate use of force, the high level of suicide, and the release of mentally ill individuals from jails and prisons who have received little or no treatment.




Video Games, Crime, and Control


Book Description

Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games. Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest. Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.




Culture, Crime and Punishment


Book Description

This innovative introductory textbook to the growing field of cultural criminology examines the importance of understanding the cultural contexts in which crime and crime control take place. It describes and discusses the field's theoretical and methodological foundations, its links to other theoretical traditions, and its limits and criticisms. By exploring substantive areas such as crime in popular culture, deviance and social control, criminal justice and punishment, it demonstrates the utility of sometimes complex theory to core issues in criminology. Written in accessible language, this is the first text written specifically for a student audience, making it essential reading for undergraduate and postgraduate modules on cultural criminology. Moreover, as it evaluates the connections of cultural criminology with wider theoretical developments, it will be ideal for broader courses on criminology, criminological theory and critical criminology. Finally, it will be of interest to anyone analysing contemporary issues and debates through a cultural lens.




Games


Book Description

The essays from prominent public intellectuals collected in this volume reflect an array of perspectives on the spectrum of conflict, competition, and cooperation, as well as a wealth of expertise on how games manifest in the world, how they operate, and how social animals behave inside them. They include previously unpublished material by former Cabinet minister Sayeeda Warsi, the philosopher A. C. Grayling, legal scholar Nicola Padfield, cycling coach David Brailsford, former military intelligence officer Frank Ledwidge, neuro-psychologist Barbara J. Sahakian, zoological ecologist Nicholas B. Davies, and the final work of the late Nobel laureate Thomas C. Schelling. This is a must-read for anyone interested in the history, nature, and dynamics of games.




Games


Book Description

Prominent public intellectuals offer their expertise on the games that shape aspects of all of our lives.




Hodder GCSE History for Edexcel: Crime and punishment through time, c1000-present


Book Description

Endorsed for Edexcel Exam board: Pearson Edexcel Level: GCSE Subject: History First teaching: September 2016 First exams: Summer 2018 Enable students to achieve their full potential while ensuring pace, enjoyment and motivation with this popular series from the leading History publisher for secondary schools. br” Blends in-depth coverage of topics with activities and strategies to help students to acquire, retain and revise core subject knowledge brbr” Uses an exciting mix of clear narrative, visual stimulus materials and a rich collection of contemporary sources to capture students' interestbrbr” Helps students to maximise their grade potential and develop their exam skills through structured guidance on answering every question type successfullybrbr” Builds on our experience publishing popular GCSE History resources, providing you with accurate, authoritative content written by experienced teachers who understand the content and assessment requirementsbr