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dc.contributor.authorPasanen, Tero
dc.date.accessioned2017-08-24T09:21:00Z
dc.date.available2017-08-24T09:21:00Z
dc.date.issued2017
dc.identifier.isbn978-951-39-7152-6
dc.identifier.otheroai:jykdok.linneanet.fi:1719395
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/55170
dc.description.abstractThroughout the history of Western popular culture, new emerging forms of media have been perceived as threats to social norms, societal order and moral foundations. The present compilation dissertation situates the medium of digital games into this centuries-old continuum. This study contents that controversies and moral panics that originate from the aforementioned concerns should be perceived as cultural rites of passage for new media, which indicate their transition from one state into another, from periphery into mainstream. This study demonstrates that gaming controversies and moral panics are rarely situational or random events. Rather, they are manufactured through social interaction by individuals and interest groups, driven by various sociopolitical motives. These rhetors have created a host of discourse units, which are used to construct multifaceted narratives and ontological claims that shape the social reality of digital games. The thesis also explores several sociocultural factors that are generally shared by gaming controversies and moral panics. Furthermore, the dissertation maps the cultural evolution of these socially constructed events. Albeit the classic controversial themes of violence, crime and sex still generate social concerns, these incidents have evolved from mere representation-, content- or effects-based contentions into broader cultural discussions that deal with more comprehensive societal issues. Controversies and panics are products of their zeitgeist and surrounding culture. The study also examines moral and cultural boundaries that inhibit the scope of expression of digital games. These implicit restrictions demonstrate that the new societal status of the medium is still being negotiated. Lastly, the medium-specific qualities of gaming controversies and panics are analysed.
dc.format.extent1 verkkoaineisto (102 sivua, 115 sivua useina numerointijaksoina)
dc.language.isoeng
dc.publisherUniversity of Jyväskylä
dc.relation.ispartofseriesJyväskylä studies in humanities
dc.relation.isversionofJulkaistu myös painettuna.
dc.subject.otherdigitaalinen media
dc.subject.othergame studies
dc.subject.otherdigital games
dc.subject.othermoral panic
dc.subject.othergaming controversy
dc.subject.othergaming culture
dc.subject.othergame violence
dc.titleBeyond the pale : gaming controversies and moral panics as rites of passage
dc.identifier.urnURN:ISBN:978-951-39-7152-6
dc.type.dcmitypeTexten
dc.type.ontasotVäitöskirjafi
dc.type.ontasotDoctoral dissertationen
dc.contributor.tiedekuntaHumanistinen tiedekuntafi
dc.contributor.tiedekuntaFaculty of Humanitiesen
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.contributor.oppiaineDigitaalinen kulttuurifi
dc.relation.issn1459-4331
dc.relation.numberinseries323
dc.rights.accesslevelopenAccessfi
dc.subject.ysodigitaaliset pelit
dc.subject.ysopelitutkimus
dc.subject.ysomoraalinen paniikki
dc.subject.ysomoraali
dc.subject.ysososiaaliset normit
dc.subject.ysopelikulttuuri
dc.subject.ysopelit
dc.subject.ysoväkivaltaviihde
dc.subject.ysopolemiikki
dc.subject.ysojulkinen keskustelu
dc.subject.ysososiaalinen asema
dc.subject.ysoyhteiskunnallinen asema
dc.subject.ysouusmedia
dc.subject.ysomediakulttuuri
dc.subject.ysopopulaarikulttuuri


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