Cover image for 'Killer Games' Versus 'We Will Fund Violence' : The Perception of Digital Games and Mass Media in Germany and Australia.
'Killer Games' Versus 'We Will Fund Violence' : The Perception of Digital Games and Mass Media in Germany and Australia.
Title:
'Killer Games' Versus 'We Will Fund Violence' : The Perception of Digital Games and Mass Media in Germany and Australia.
Author:
Schroeder, Jens.
ISBN:
9783653006414
Personal Author:
Physical Description:
1 online resource (352 pages)
Contents:
Table of Contents -- SECTION 1: INTRODUCTION 11 -- 1.1 "KILLER GAMES" VERSUS "WE WILL FUND VIOLENCE" 11 -- 1.2 OBJECTIVES AND GOALS 13 -- 1.3 METHODS AND PRECEDENTS 14 -- 1.4 STRUCTURE 33 -- SECTION 2: GAME DISCOURSES IN GERMANY AND AUSTRALIA 37 -- 2. GAME DISCOURSES IN GERMANY 37 -- 2.1 1980s - Early 1990s 37 -- 2.2 Early 1990s - 2002: (Dis)Continuities 54 -- 2.3 Erfurt and Beyond 60 -- 3. GAME DISCOURSES IN AUSTRALIA 70 -- 3.1 Late 1970s - Early 1990s 70 -- 3.2. Early 1990s - 2000s: More Resistance - More Success 83 -- SECTION 3: GERMANY 99 -- 4. GERMANY'S NATIONAL IDENTITY 99 -- 4.1. The Concept of Kultur 99 -- 4.2. Kultur as an Empty Shell 103 -- 4.3. Kultur and Power 106 -- 5. FILM 117 -- 5.1 Perception 117 -- 5.2 Production 131 -- 6. RADIO 139 -- 7. MASS MEDIA IN NATIONAL SOCIALISM 148 -- 8. TELEVISION 159 -- 8.1 Preface: Back to 'Normal' 159 -- 8.2 Television's Introduction 164 -- 9. 1968 AND BEYOND: DIS(CONTINUITIES) 175 -- 9.1 Social Change: New Milieus - Old Prejudices 175 -- 9.2 The Frankfurt School and Mass Culture: Apocalypse Now! 186 -- 10. GERMANY'S FOUNDATIONAL DYNAMICS AND DIGITAL GAMES: SUMMARY 196 -- 10.1 History Repeating Itself 196 -- 10.2 Germany's Foundational Dynamics and Digital Game Development 210 -- SECTION 4: AUSTRALIA 213 -- 11. AUSTRALIA'S NATIONAL IDENTITY UNTIL MID-TWENTIETH CENTURY 213 -- 11.1 Stereotypes: From Bush to Suburbia 213 -- 11.2 Constructs and Artificialities 220 -- 11.3 Australia's Democracy: An Egalitarianism of Manners 228 -- 11.4 Australia's Egalitarianism of Manners and Mass Culture 230 -- 11.5 'A Travesty of the Civilisation Debate' 236 -- 12. FILM 239 -- 12.1 Perception 239 -- 12.2 Production 253 -- 13. RADIO 259 -- 14. TELEVISION 271 -- 14.1 Preface: 'Austerica' 271 -- 14.2 Television's Introduction 274 -- 15. MIGRATION AND IDENTITY 291.

16. AUSTRALIA'S FOUNDATIONAL DYNAMICS AND DIGITAL GAMES: SUMMARY 295 -- 16.1 History Repeating Itself 295 -- 16.2 Australia's Foundational Dynamics and Digital Game Development 305 -- SECTION 5: CONCLUSION 311 -- 17. THE KULTURNATION, AN EGALITARIANISM OF MANNERS AND MASS MEDIA 311 -- 18. A NATIONAL GAME CULTURE 321 -- Bibliography 325.
Abstract:
While the assessment of digital games in Germany is framed by a high-culture critique, which regards them as an 'illegitimate' activity, they are enjoyed by a wider demographic as a 'legitimate' pastime in Australia. The book analyses the social history of digital gaming in both countries and relates it to their socio-cultural traditions. Concerning social history, Australia almost depicts an inverse mirror image of Germany. Its foundational dynamics, closely associated with different egalitarianisms, led to a different form of distinction than in Germany - a country whose national self-conception was closely related to groups which perpetuated an idealistic notion of Kultur and later integrated it into a rigid class system. The book not only demonstrates how the discourses on games follow long-established patterns of rejection and approval of mass media but also regard them as an access to the inner workings of both societies. How the games are perceived tells us a lot about German and Australian identity.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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