dc.contributor.author | Ottosen, Rune | |
dc.contributor.editor | Carlsson, Ulla | |
dc.date.accessioned | 2014-11-21T12:50:44Z | |
dc.date.available | 2014-11-21T12:50:44Z | |
dc.date.issued | 2009-11 | |
dc.identifier.citation | Nordicom Review 30 (2009) 2, pp. 35-51 | sv |
dc.identifier.isbn | 978-91-89471-89-4 | |
dc.identifier.issn | 1403-1108 | |
dc.identifier.uri | http://hdl.handle.net/2077/37489 | |
dc.description.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. | sv |
dc.format.extent | 18 p. | sv |
dc.language.iso | eng | sv |
dc.publisher | Nordic Council of Ministers, Nordicom | sv |
dc.subject | computer games | sv |
dc.subject | military-industrial complex | sv |
dc.subject | Global War on Terror | sv |
dc.subject | propaganda | sv |
dc.title | Targeting the Player. Computer Games as Propaganda for the Military-Industrial Complex | sv |
dc.type | Text | sv |
dc.type.svep | article, peer reviewed scientific | sv |
dc.contributor.organization | Journalism Education, Faculty of Journalism, Library and Information Science | sv |