• English
    • svenska
  • English 
    • English
    • svenska
  • Login
View Item 
  •   Home
  • Övriga enheter GU/Other units GU
  • Nordicom
  • Books / Böcker
  • View Item
  •   Home
  • Övriga enheter GU/Other units GU
  • Nordicom
  • Books / Böcker
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Targeting the Player. Computer Games as Propaganda for the Military-Industrial Complex

Abstract
The historical roots of the technology and design of computer games can be found in Pentagon-supported research in 1960s. Many computer games had their origin as simulators and training equipment for the armed forces. It can be argued that the content of computer games concerning real wars reflects the ideological interest of the military-industrial com - plex or the military-entertainment complex, as Robin Andersen has redefined it. Selected games such as ’America’s Army’, ‘Army of Two’’ and companies such as ‘Kuma War’ are analysed critically within the framework of the fight for ideological hegemony in the Global War on Terror. It is argued that when computer game are read as text, they can also be read as propaganda.
Publisher
Nordic Council of Ministers, Nordicom
Citation
Nordicom Review 30 (2009) 2, pp. 35-51
URI
http://hdl.handle.net/2077/37489
Collections
  • Books / Böcker
View/Open
pdf (346.6Kb)
Date
2009-11
Author
Ottosen, Rune
Editor
Carlsson, Ulla
Keywords
computer games
military-industrial complex
Global War on Terror
propaganda
Publication type
article, peer reviewed scientific
ISBN
978-91-89471-89-4
ISSN
1403-1108
Language
eng
Metadata
Show full item record

DSpace software copyright © 2002-2016  DuraSpace
Contact Us | Send Feedback
Theme by 
Atmire NV
 

 

Browse

All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

My Account

LoginRegister

DSpace software copyright © 2002-2016  DuraSpace
Contact Us | Send Feedback
Theme by 
Atmire NV