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

Sammanfattning
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.
Utgivare
Nordic Council of Ministers, Nordicom
Källa
Nordicom Review 30 (2009) 2, pp. 35-51
URL:
http://hdl.handle.net/2077/37489
Samlingar
  • Books / Böcker
Fil(er)
pdf (346.6Kb)
Datum
2009-11
Författare
Ottosen, Rune
Redaktör
Carlsson, Ulla
Nyckelord
computer games
military-industrial complex
Global War on Terror
propaganda
Publikationstyp
article, peer reviewed scientific
ISBN
978-91-89471-89-4
ISSN
1403-1108
Språk
eng
Metadata
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