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Death Race

Game

2 documents in the library are about Death Race, from writers such as DiGRA. Each has a summary and key insights with the page they come from.

Documents
2
newest 17 Sep 2026

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Documents about Death Race

Cover of Gacha Games in English-Language Journalism: How Do News Stories Represent the Emergent Form of Quasi-Gambling?
Article

Gacha Games in English-Language Journalism: How Do News Stories Represent the Emergent Form of Quasi-Gambling?

Gacha games, a genre of free-to-play video games where players spend real money on random virtual rewards, have drawn comparisons to gambling and links to problem gambling and addiction.

  • Coverage of gacha games in English-language journalism is dominated by negative framings—gambling, addiction, and exploitation of young people—which the study links to established patterns of news media portraying video games through their harms.
  • The study analysed 50 English-language news stories drawn from Google News, gaming news sites, and commentary websites, using inductive discourse analysis to identify four recurring themes.
  • Stories on gambling, addiction, and youth exploitation use persuasive rhetoric—emphasising money spent, citing academic research on psychological harm, and highlighting manipulative design such as fear of missing out—to evoke public alarm and hostility toward gacha games.
DiGRASep 2026
Cover of Pierced Windscreens and Virtual Agency: Reckless Driving Gaming as a "Safe" Playground for Vehicular Carnage
Article

Pierced Windscreens and Virtual Agency: Reckless Driving Gaming as a "Safe" Playground for Vehicular Carnage

This paper, by Ville Malinen of the University of Jyväskylä, examines reckless driving as a form of player agency in racing simulations and open-world games, framing these titles as virtual spaces where vehicular destruction can be enjoyed without the moral backlash that has followed games featuring firearm violence or sexual…

  • The paper argues reckless driving in games like racing simulations and open-world titles is framed as a "safe" form of player agency, enjoyed without the moral backlash that has followed firearm violence or sexual content in games.
  • Author Ville Malinen (University of Jyväskylä) uses theme analysis of three to five selected games across genres, tracing driving-game history from Exidy's 1976 Death Race through late-1990s Grand Theft Auto and Carmageddon to BeamNG.drive.
  • The study notes vehicular carnage has drawn little moral panic and few cause-and-effect claims about real-world behavior, even though some studies link such games to risky driving.
DiGRASep 2024