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Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse

Sociologiâ vlasti, 2020-10, Vol.32 (3), p.165-188 [Peer Reviewed Journal]

ISSN: 2074-0492 ;EISSN: 2413-144X ;DOI: 10.22394/2074-0492-2020-3-165-188

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  • Title:
    Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse
  • Author: Sokolov, E.S.
  • Is Part Of: Sociologiâ vlasti, 2020-10, Vol.32 (3), p.165-188
  • Description: The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to establish the connection between video games and violence (murders) as “natural” and “obvious”. Particular attention is paid to the publications of Aleksandr Minkin, a reporter at “Moskovskij Komsomolets” (“Moscow Komsomol Member”) and one of the most prominent critics of video games, as well as to the media coverage of the first school shooting in Russia (shooting at school № 263 in 2014). It is shown that video games are used in the media discourse as an explanatory principle that allows a shift from the crime to the criminal, to those acts which reveal moral depravity or psychological disorder, and those circumstances which foster criminalism. Pointing to the games helps restore the “normal” connection between social and moral qualities, explaining the crime committed by an honours student from a “good family” as being the result of the depictions of violence in video games affecting the child’s psyche. Video games are also described as a factor in shaping the “digital generation” or “generation of gamers” — odd and politically dangerous. The dangers that games create for both gamers and society in general (the non-distinction between the “real” and the “virtual”, the illusion of a “possible restart”) allow the journalists and experts to insist on strengthening measures of supervision and protection, and expanding legal and medical control.
  • Language: Russian
  • Identifier: ISSN: 2074-0492
    EISSN: 2413-144X
    DOI: 10.22394/2074-0492-2020-3-165-188
  • Source: Alma/SFX Local Collection

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