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The Procedural Rhetoric of War: Ideology, Recruitment, and Training in Military Videogames

机译:程序性的战争修辞:军事电子游戏中的意识形态,征募和培训

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摘要

In light of the increasing popularity of military-themed videogames, as well as the U.S. military’s substantial investment in both the development and consultation of such games, there exist very pertinent questions regarding the effects that this particular media has over its consumers. Although this topic has been previously examined using official military serious games, largely absent in the literature is the study of entertainment-based videogames. In this thesis, I investigate the relationship between the military and videogame culture. In particular, I explore how recruitment, training, and ideology are promoted by the military through the design and production of both educational and recreational games. I apply theories of game/play, procedural rhetoric, and discourse analysis to videogames to determine the precise mechanisms behind the medium’s effectiveness as an implement for neomilitarism. I also demonstrate how the videogame industry is both theoretically and aesthetically intertwined with that of the film industry. Using the America’s Army and Call of Duty franchises as case studies, the results show that, while there exists notable procedural differences between serious and entertainment videogames, both categories effectively contribute to the military’s mission of fostering potential recruits among the young male demographic.
机译:鉴于以军事为主题的视频游戏日益普及,以及美国军方在此类游戏的开发和咨询方面的大量投资,人们对该媒体对消费者的影响存在非常相关的问题。尽管以前已经使用正式的军事严肃游戏对这个主题进行了研究,但是在文献中基本上没有研究基于娱乐的视频游戏。在本文中,我研究了军事文化与电子游戏文化之间的关系。我特别探讨了军队如何通过设计和制作教育性游戏和娱乐性游戏来促进征兵,训练和意识形态。我将游戏/玩法,程序修辞学和话语分析的理论应用于电子游戏,以确定媒介作为新军国主义工具的有效性背后的确切机制。我还演示了视频游戏行业在理论上和美学上如何与电影行业交织在一起。以美国陆军和使命召唤系列为例,研究结果表明,尽管严肃游戏和娱乐性视频游戏在程序上存在显着差异,但这两种类别均有效地促进了军队在年轻男性人群中培养潜在新兵的使命。

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    Demers David;

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  • 年度 2014
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  • 正文语种 en
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