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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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
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spelling ndltd-UPSALLA1-oai-DiVA.org-su-583362013-01-08T13:30:52ZEn kategorisering av våld i dator och tv-spelsweHolm-Öste, JesperHubeny, AnthonyStockholms universitet, Institutionen för journalistik, medier och kommunikation (JMK)Stockholms universitet, Institutionen för journalistik, medier och kommunikation (JMK)2011Datorspelvåldkategoriseringtv-spelworld of warcraftcall of dutymegamanpokemongears of warMedia and communication studiesMedie- och kommunikationsvetenskapThis 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. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-58336application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language Swedish
format Others
sources NDLTD
topic Datorspel
våld
kategorisering
tv-spel
world of warcraft
call of duty
megaman
pokemon
gears of war
Media and communication studies
Medie- och kommunikationsvetenskap
spellingShingle Datorspel
våld
kategorisering
tv-spel
world of warcraft
call of duty
megaman
pokemon
gears of war
Media and communication studies
Medie- och kommunikationsvetenskap
Holm-Öste, Jesper
Hubeny, Anthony
En kategorisering av våld i dator och tv-spel
description 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.
author Holm-Öste, Jesper
Hubeny, Anthony
author_facet Holm-Öste, Jesper
Hubeny, Anthony
author_sort Holm-Öste, Jesper
title En kategorisering av våld i dator och tv-spel
title_short En kategorisering av våld i dator och tv-spel
title_full En kategorisering av våld i dator och tv-spel
title_fullStr En kategorisering av våld i dator och tv-spel
title_full_unstemmed En kategorisering av våld i dator och tv-spel
title_sort en kategorisering av våld i dator och tv-spel
publisher Stockholms universitet, Institutionen för journalistik, medier och kommunikation (JMK)
publishDate 2011
url http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-58336
work_keys_str_mv AT holmostejesper enkategoriseringavvaldidatorochtvspel
AT hubenyanthony enkategoriseringavvaldidatorochtvspel
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