Targeting the Player

Open access

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 complex 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.

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CiteScore 2018: 0.54

SCImago Journal Rank (SJR) 2018: 0.223
Source Normalized Impact per Paper (SNIP) 2018: 0.270


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