2015
DOI: 10.1080/1472586x.2015.996402
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Who hearkens to the monster’s scream? Death, violence and the veil of the monstrous in video games

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Cited by 13 publications
(10 citation statements)
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References 15 publications
(22 reference statements)
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“…Thus, first shot bias toward POCs was examined more directly. Finally, the alien in the horror game was dehumanized and the violence, both against the alien in the horror game and against the armed men in the shooter game, might have been seen as justified by the participants, limiting first shot bias (Kocurek, 2015).…”
Section: Discussionmentioning
confidence: 99%
“…Thus, first shot bias toward POCs was examined more directly. Finally, the alien in the horror game was dehumanized and the violence, both against the alien in the horror game and against the armed men in the shooter game, might have been seen as justified by the participants, limiting first shot bias (Kocurek, 2015).…”
Section: Discussionmentioning
confidence: 99%
“…Moreover, following the tenets of cultivation analysis, Carly Kocurek (2015) has done some of this work in relation to horror video games. Kocurek observes that many horror video game representations, compellingly heightened in their ideological effects by participatory play according to Kocurek, are broadly dehumanizing.…”
Section: The Socio-political Implications Of Vr and ‘Reactionary’ Hor...mentioning
confidence: 99%
“…In game studies, scholars have not only explored how death is constructed and experienced inside game spaces (Allison et al, 2015;Klastrup, 2007Klastrup, , 2008Kocurek, 2015), they have also examined the real-life rituals and grieving practices that surround both in-game and real-life player death through shared social and communal experiences (Andrew, 2014;Gibbs, Carter, & Mori, 2016;Gibson, 2019;Servais, 2015). This is echoed in similar digital media studies research from Lingel (2013) that viewed the interaction between identity and community through social media practices of online grief.…”
Section: Death In Gamesmentioning
confidence: 99%
“…Phillips' (2018Phillips' ( , 2020 recent work into video game death and mechropolitics (i.e., the political and real-world resonances of death and dying) explores the operation and implications of video game death in a wider cultural milieu. Although researchers have explored notions of meaningful death in digital game contexts (e.g., Allison et al, 2015;Carter, 2022;Carter, Gibbs, & Wadley, 2013;Gibson, 2019;Klastrup, 2007;Kocurek, 2015;Lingel, 2013), further attention must be directed towards their non-digital counterparts (Rousse, 2011).…”
Section: Introductionmentioning
confidence: 99%