Full Description
This innovative book examines how videogames engage with crime and its control. It treats games as ideological representations, in which ideas about policing, justice, and criminality are formed and reproduced. Covering over fifty videogames and blending insights from criminology, game studies, affect and social theory, the book explores how games reproduce injustice and inequality.
Central to the book is the idea of the 'ludic unconscious'—the notion that in videogames the convergence of gameplay mechanics and narrative sensibilities are affectively and politically meaningful. It is an essential read for students and academics interested in the intersections of crime, ideology, and play.
Contents
1. Introduction
2. The Problem of Violent Crime Games
3. The Ludic Unconscious
4. Playing As the Police
5. Breaking The Law as the Rules of the Game
6. Aesthetics Of Immorality, Deviance, And Lawlessness
7. Towards A General Criminology of Videogames
8. Conclusion



