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Autor/in | Patterson, Jennifer |
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Titel | Constructions of Violence and Masculinity in the Digital Age |
Quelle | (2013), (22 Seiten)
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Monographie |
Schlagwörter | Violence; Masculinity; Video Games; Content Analysis; Adolescents; Fantasy; Homicide; Video Technology; Benchmarking; Computer Games; Gender Differences; Self Concept; Males; Focus Groups; Student Attitudes; Secondary School Students; Counselor Attitudes; Guidance; Foreign Countries; Role Playing; Qualitative Research; Ireland Gewalt; Männlichkeit; Video game; Videospiel; Videospiele; Inhaltsanalyse; Adolescent; Adolescence; Adoleszenz; Jugend; Jugendalter; Jugendlicher; Fantasie; Mord; Computer game; Computerspiel; Computerspiele; Geschlechterkonflikt; Selbstkonzept; Male; Männliches Geschlecht; Schülerverhalten; Sekundarschüler; Beratung; Ausland; Rollenspiel; Qualitative Forschung; Irland |
Abstract | This chapter examines a specific aspect of digital media use, namely the viewing of violent content amongst a male adolescent cohort aged 15-17 years. It is a qualitative study that examines the online practices of fourteen male adolescents, with particular emphasis placed on their understanding of violence. The participants offer the researcher two examples of extreme violence for discussion; one is set in the fantasy world of online gaming and the other footage of a murder that occurred in 2007. The example of "real life" violence was accessed by the participants via a video clip uploaded to "YouTube." It is through the participants' subsequent reflection upon these examples, that we gain some insights into their ongoing construction of violence, and the corresponding underlying theme of masculinity. By determining the participants' understanding of violence, it becomes apparent how this shared meaning may act as a benchmark against which they measure all other portrayals of violence. Thus explaining how participants were more comfortable with what they view as "acceptable" levels of violence evident in the "Call of Duty" or "Grand Theft Auto series." [For the complete book, "Internet Research, Theory, and Practice: Perspectives from Ireland," see ED575997.] (As Provided). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2018/2/04 |