En kategorisering av våld i dator och tv-spel

This essay will focus on video and computer game violence. We hope to uncover, with the help of semiotics, according to Barthes design, if this kind of violence can have a negative effect on youth and adolescents. How intense is the violence and how graphic is it?. PEGI is the European measurement f...

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Bibliographic Details
Main Authors: Holm-Öste, Jesper, Hubeny, Anthony
Format: Others
Language:Swedish
Published: Stockholms universitet, Institutionen för journalistik, medier och kommunikation (JMK) 2011
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-58336
Description
Summary:This essay will focus on video and computer game violence. We hope to uncover, with the help of semiotics, according to Barthes design, if this kind of violence can have a negative effect on youth and adolescents. How intense is the violence and how graphic is it?. PEGI is the European measurement for game age limits. In our essay we will analyze five different games, each game in its own PEGI-value, except two games that share the limit of 18+ were we instead will try to uncover what differences in the two games that puts them on the same age limit. The games we will be investigating are “Pokemon Black Version”, “Megaman X: Command Missions”, “World of Warcraft Cataclysm”, “Call of Duty: Black Ops” and “Gears of War 2”, “Gears of War 2” and “Call of Duty: Black Ops” are the games which shares the age limit of 18+. With the help of our semiotic findings and various studies from researchers C A. Anderson, Jesper Juul and Clive Thompson we hope to be able to categorize the different types of violence in said games, according to the amount of violence, how intense it is, the amount of blood and death, how realistic the violence is and what kind of messages the different games contains and compare our findings to PEGI´s own guidelines.