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dc.contributor.authorOttosen, Rune
dc.contributor.editorCarlsson, Ulla
dc.date.accessioned2014-11-21T12:50:44Z
dc.date.available2014-11-21T12:50:44Z
dc.date.issued2009-11
dc.identifier.citationNordicom Review 30 (2009) 2, pp. 35-51sv
dc.identifier.isbn978-91-89471-89-4
dc.identifier.issn1403-1108
dc.identifier.urihttp://hdl.handle.net/2077/37489
dc.description.abstractThe 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.extent18 p.sv
dc.language.isoengsv
dc.publisherNordic Council of Ministers, Nordicomsv
dc.subjectcomputer gamessv
dc.subjectmilitary-industrial complexsv
dc.subjectGlobal War on Terrorsv
dc.subjectpropagandasv
dc.titleTargeting the Player. Computer Games as Propaganda for the Military-Industrial Complexsv
dc.typeTextsv
dc.type.sveparticle, peer reviewed scientificsv
dc.contributor.organizationJournalism Education, Faculty of Journalism, Library and Information Sciencesv


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