Abstract
For the wider culture, videogames and violence are indelibly linked. The mainstream media frequently constructs videogames as vehicles for the unfettered representation of violent acts, which in turn encourage violent acts and aggression, or at least feed into a wider culture of aggression. Indeed, a number of academic and non-academic commentators have identified a propensity toward violence in terms of the ways in which videogames represent the world, or indeed construct fantasy worlds, and in terms of how game mechanics enable user interaction with these worlds (Holmes, 2002; Ito, 1998).
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© 2015 Colin B. Harvey
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Harvey, C.B. (2015). Remembering to Play/Playing to Remember: Transmedial and Intramedial Memory in Games of Nonviolent Struggle. In: Reading, A., Katriel, T. (eds) Cultural Memories of Nonviolent Struggles. Palgrave Macmillan Memory Studies. Palgrave Macmillan, London. https://doi.org/10.1057/9781137032720_12
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DOI: https://doi.org/10.1057/9781137032720_12
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