Remembering to Play/Playing to Remember: Transmedial and Intramedial Memory in Games of Nonviolent Struggle

  • Colin B. Harvey
Part of the Palgrave Macmillan Memory Studies book series (PMMS)


For the wider culture, videogames and violence are indelibly linked. The mainstream media frequently constructs videogames as vehicles for the unfettered representation of violent acts, which in turn encourage violent acts and aggression, or at least feed into a wider culture of aggression. Indeed, a number of academic and non-academic commentators have identified a propensity toward violence in terms of the ways in which videogames represent the world, or indeed construct fantasy worlds, and in terms of how game mechanics enable user interaction with these worlds (Holmes, 2002; Ito, 1998).


Comic Book Moral Panic Cultural Memory Violent Game Wide Culture 
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© Colin B. Harvey 2015

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  • Colin B. Harvey

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