LEADER 00954nam--2200349---450- 001 990001522070203316 005 20050711115152.0 035 $a000152207 035 $aUSA01000152207 035 $a(ALEPH)000152207USA01 035 $a000152207 100 $a20040322d1971----km-y0itay0103----ba 101 $aeng 102 $aGB 105 $a||||||||001yy 200 1 $a<> taste of honey$fby Shelagh Delaney 210 $aLondon$cMethuen and Co.$d1971 215 $a87 p.$d18 cm 410 0$12001 454 1$12001 461 1$1001-------$12001 700 1$aDELANEY,$bShelagh$0166413 801 0$aIT$bsalbc$gISBD 912 $a990001522070203316 951 $aVII.3.A. 1294(II i A 651)$b55822 L.M.$cII i A 959 $aBK 969 $aUMA 979 $aSIAV4$b10$c20040322$lUSA01$h1352 979 $aPATRY$b90$c20040406$lUSA01$h1746 979 $aCOPAT3$b90$c20050711$lUSA01$h1151 996 $aTaste of honey$941958 997 $aUNISA LEADER 02968nam 2200589I 450 001 9910476770303321 005 20200715114646.0 010 $a9781838674496 010 $a1838674497 035 $a(CKB)5450000000014871 035 $a(ScCtBLL)67c3a7ea-f396-4e7e-b6ef-d6fcbbebc79a 035 $a(UtOrBLW)9781838674496 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/31882 035 $a(Perlego)2327906 035 $a(oapen)doab31882 035 $a(EXLCZ)995450000000014871 100 $a20200715d2020 uy 0 101 0 $aeng 135 $aurun||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aVideo games, crime and next-gen deviance $ereorienting the debate /$fedited by Craig Kelly (Birmingham City University, UK), Adam Lynes and Kevin Hoffin 210 $cEmerald Publishing$d2020 210 1$a[s.l.] :$cEmerald Publishing,$d2020. 215 $a1 online resource 225 1 $aEmerald points 300 $aIncludes index. 320 $aIncludes bibliographical references. 330 $aThe ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, and freely available to read online. In recent decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this technology, the media, academia and, in some cases, governments, have drawn correlations between video games and serious instances of violence, focusing most notably on mass shootings. This narrow debate has distracted from our understanding of many of the harms which video games can, in some cases, cause, perpetuate or hide. Drawing upon the emerging deviant leisure perspective, this book seeks to re-orientate the debate on video games and their associated potential harms. Through the examination of culturally embedded harms such as gambling, sexual violence and addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined with aspects of deviancy. 410 0$aEmerald points. 606 $aVideo games$xSocial aspects 606 $aViolence in video games 606 $aDeviant behavior 606 $aGames & Activities, Video & Mobile$2bisacsh 606 $aComputer games, online games: strategy guides$2bicssc 615 0$aVideo games$xSocial aspects. 615 0$aViolence in video games. 615 0$aDeviant behavior. 615 7$aGames & Activities, Video & Mobile. 615 7$aComputer games, online games: strategy guides. 676 $a794.8 700 $aLynes$b Adam$4edt$01776792 702 $aKelly$b Craig 702 $aLynes$b Adam 702 $aHoffin$b Kevin 801 0$bUtOrBLW 801 1$bUtOrBLW 906 $aBOOK 912 $a9910476770303321 996 $aVideo games, crime and next-gen deviance$94295873 997 $aUNINA