Massenphänomen Computerspiele: Soziale, kulturelle und wirtschaftliche Aspekte
(Computer Games as Mass Phenomenon: Social, Cultural and Economic Aspects)
By Jeffrey Wimmer
UVK Verlagsgesellschaft, 2013. ISBN: 978-3867640886
The major premise of this book is that since so many computer games are now networked, it is worthwhile studying them not merely as a form of entertainment but rather as a form of mass communication. Jeffrey Wimmer argues that the growth in popularity of computer games has resulted in a situation where they have come to form a significant element of people’s increasingly online interaction with the world. These games are therefore a complement to social media and other leisure-time and/or professional uses of digital media. This is particularly true of the younger generation and therefore means that computer games must be seen as a significant factor in young people’s socialisation. It is no longer a question of whether computer games influence people’s social behaviour but how. Naturally, this has led to some concerns, principally with regard to computer game addiction and the depiction of violence.