Resistance in Popular Culture

Research output: Chapter in Book / Report / Conference proceedingEntry for encyclopedia/dictionaryAcademicpeer-review

Abstract

Much of the existing research on video games seems to stall over the issue of whether or not violence in games is as innocent as is alleged. Scientists are still divided as to whether or not there is a causal link between the behavior of young people and violence in video gaming. Much less discussion is devoted to how cultural and political engagement finds new channels in video games to confront dominant opinions and perceptions in society. However, a more recent body of scientific work considers how the image spaces of video games facilitate new forms of resistance and how this opens up possibilities of social change in our daily lives. In this research, the culture of video gaming is used as a tool for a deeper understanding of resistance in our society. In this context, application of theories about “contagion without contact” can add some new thoughts to the way the virtual world of video games offers possibilities for a politics of resistance in real life. From a historical point of view, the work of the 19th-century French sociologist Gabriel Tarde, one of the first theorists on contagion, can be used to understand more deeply this on-going process by which everyday life recreates itself in its own image, and vice versa. Rather than measuring the amount of violence present in video games (“content analysis”) or identifying causal linkages between media representations of violent imagery and behavior, and subsequent human behavior (“media effect research”), it becomes evident that players of games are not passive recipients, but active interpreters of the reality that arises in and is processed by popular culture.
Original languageEnglish
Title of host publicationOxford Research Encyclopedia of Criminology and Criminal Justice
PublisherThe Oxford University Press
ISBN (Electronic)9780190264079
DOIs
Publication statusPublished - Feb 2017

Publication series

NameOxford Research Encyclopedias

Fingerprint

computer game
popular culture
violence
media behavior
video
interpreter
sociologist
everyday life
social change
content analysis
recipient
contact
politics
present
Society

Cite this

Schuilenburg, M. (2017). Resistance in Popular Culture. In Oxford Research Encyclopedia of Criminology and Criminal Justice (Oxford Research Encyclopedias). The Oxford University Press. https://doi.org/10.1093/acrefore/9780190264079.013.154
Schuilenburg, Marc. / Resistance in Popular Culture. Oxford Research Encyclopedia of Criminology and Criminal Justice. The Oxford University Press, 2017. (Oxford Research Encyclopedias).
@inbook{fd5bfa4a0d144aa1847c569c8a734898,
title = "Resistance in Popular Culture",
abstract = "Much of the existing research on video games seems to stall over the issue of whether or not violence in games is as innocent as is alleged. Scientists are still divided as to whether or not there is a causal link between the behavior of young people and violence in video gaming. Much less discussion is devoted to how cultural and political engagement finds new channels in video games to confront dominant opinions and perceptions in society. However, a more recent body of scientific work considers how the image spaces of video games facilitate new forms of resistance and how this opens up possibilities of social change in our daily lives. In this research, the culture of video gaming is used as a tool for a deeper understanding of resistance in our society. In this context, application of theories about “contagion without contact” can add some new thoughts to the way the virtual world of video games offers possibilities for a politics of resistance in real life. From a historical point of view, the work of the 19th-century French sociologist Gabriel Tarde, one of the first theorists on contagion, can be used to understand more deeply this on-going process by which everyday life recreates itself in its own image, and vice versa. Rather than measuring the amount of violence present in video games (“content analysis”) or identifying causal linkages between media representations of violent imagery and behavior, and subsequent human behavior (“media effect research”), it becomes evident that players of games are not passive recipients, but active interpreters of the reality that arises in and is processed by popular culture.",
author = "Marc Schuilenburg",
year = "2017",
month = "2",
doi = "10.1093/acrefore/9780190264079.013.154",
language = "English",
series = "Oxford Research Encyclopedias",
publisher = "The Oxford University Press",
booktitle = "Oxford Research Encyclopedia of Criminology and Criminal Justice",

}

Schuilenburg, M 2017, Resistance in Popular Culture. in Oxford Research Encyclopedia of Criminology and Criminal Justice. Oxford Research Encyclopedias, The Oxford University Press. https://doi.org/10.1093/acrefore/9780190264079.013.154

Resistance in Popular Culture. / Schuilenburg, Marc.

Oxford Research Encyclopedia of Criminology and Criminal Justice. The Oxford University Press, 2017. (Oxford Research Encyclopedias).

Research output: Chapter in Book / Report / Conference proceedingEntry for encyclopedia/dictionaryAcademicpeer-review

TY - CHAP

T1 - Resistance in Popular Culture

AU - Schuilenburg, Marc

PY - 2017/2

Y1 - 2017/2

N2 - Much of the existing research on video games seems to stall over the issue of whether or not violence in games is as innocent as is alleged. Scientists are still divided as to whether or not there is a causal link between the behavior of young people and violence in video gaming. Much less discussion is devoted to how cultural and political engagement finds new channels in video games to confront dominant opinions and perceptions in society. However, a more recent body of scientific work considers how the image spaces of video games facilitate new forms of resistance and how this opens up possibilities of social change in our daily lives. In this research, the culture of video gaming is used as a tool for a deeper understanding of resistance in our society. In this context, application of theories about “contagion without contact” can add some new thoughts to the way the virtual world of video games offers possibilities for a politics of resistance in real life. From a historical point of view, the work of the 19th-century French sociologist Gabriel Tarde, one of the first theorists on contagion, can be used to understand more deeply this on-going process by which everyday life recreates itself in its own image, and vice versa. Rather than measuring the amount of violence present in video games (“content analysis”) or identifying causal linkages between media representations of violent imagery and behavior, and subsequent human behavior (“media effect research”), it becomes evident that players of games are not passive recipients, but active interpreters of the reality that arises in and is processed by popular culture.

AB - Much of the existing research on video games seems to stall over the issue of whether or not violence in games is as innocent as is alleged. Scientists are still divided as to whether or not there is a causal link between the behavior of young people and violence in video gaming. Much less discussion is devoted to how cultural and political engagement finds new channels in video games to confront dominant opinions and perceptions in society. However, a more recent body of scientific work considers how the image spaces of video games facilitate new forms of resistance and how this opens up possibilities of social change in our daily lives. In this research, the culture of video gaming is used as a tool for a deeper understanding of resistance in our society. In this context, application of theories about “contagion without contact” can add some new thoughts to the way the virtual world of video games offers possibilities for a politics of resistance in real life. From a historical point of view, the work of the 19th-century French sociologist Gabriel Tarde, one of the first theorists on contagion, can be used to understand more deeply this on-going process by which everyday life recreates itself in its own image, and vice versa. Rather than measuring the amount of violence present in video games (“content analysis”) or identifying causal linkages between media representations of violent imagery and behavior, and subsequent human behavior (“media effect research”), it becomes evident that players of games are not passive recipients, but active interpreters of the reality that arises in and is processed by popular culture.

UR - http://criminology.oxfordre.com/view/10.1093/acrefore/9780190264079.001.0001/acrefore-9780190264079-e-154?rskey=wqlx1e&result=33

U2 - 10.1093/acrefore/9780190264079.013.154

DO - 10.1093/acrefore/9780190264079.013.154

M3 - Entry for encyclopedia/dictionary

T3 - Oxford Research Encyclopedias

BT - Oxford Research Encyclopedia of Criminology and Criminal Justice

PB - The Oxford University Press

ER -

Schuilenburg M. Resistance in Popular Culture. In Oxford Research Encyclopedia of Criminology and Criminal Justice. The Oxford University Press. 2017. (Oxford Research Encyclopedias). https://doi.org/10.1093/acrefore/9780190264079.013.154