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

机译:瞄准玩家。计算机游戏作为军事 - 工业园区的宣传

摘要

The historical roots of the technology and design of computer games can be found inPentagon-supported research in 1960s. Many computer games had their origin as simulatorsand training equipment for the armed forces. It can be argued that the content of computergames concerning real wars reflects the ideological interest of the military-industrial com-plex or the military-entertainment complex, as Robin Andersen has redefined it. Selectedgames 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 theGlobal War on Terror. It is argued that when computer game are read as text, they can alsobe read as propaganda.
机译:五角大楼支持的1960年代研究发现了计算机游戏技术和设计的历史根源。许多计算机游戏起源于武装部队的模拟器和训练设备。可以说,与真实战争有关的计算机游戏的内容反映了军事工业复合体或军事娱乐复合体的意识形态利益,正如罗宾·安徒生(Robin Andersen)重新定义的那样。在《全球反恐战争》争取意识形态霸权的框架内,对“美国陆军”,“两军两军”等选定的游戏和“库玛战争”等公司进行了严格的分析。有人认为,当计算机游戏被视为文本时,它们也可以被视为宣传。

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    Ottosen Rune;

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  • 年度 2009
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  • 原文格式 PDF
  • 正文语种 eng
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