Combat Games

2015 ◽  
pp. 111-130
Keyword(s):  
Author(s):  
E.Y. RODIN ◽  
Y. LIROV ◽  
S. MITTNIK ◽  
B.G. MCELHANEY ◽  
L. WILBUR

1989 ◽  
Vol 18 (1-3) ◽  
pp. 107-116
Author(s):  
N. Rajan
Keyword(s):  

1987 ◽  
Vol 13 (1-3) ◽  
pp. 261-274 ◽  
Author(s):  
E.Y. Rodin ◽  
Y. Lirov ◽  
S. Mittnik ◽  
B.G. McElhaney ◽  
L. Wilbur

2017 ◽  
Vol 31 (7) ◽  
pp. 1840-1846 ◽  
Author(s):  
Ibrahim Ouergui ◽  
Nizar Houcine ◽  
Hamza Marzouki ◽  
Philip Davis ◽  
Emerson Franchini ◽  
...  

2018 ◽  
Vol 19 (4) ◽  
pp. 294-303
Author(s):  
Charles Fruehling Springwood

This essay examines the global logics of neoliberalism, and the biopolitical and affective modes of experience that neoliberalism generates. American soldiers, playing games and fighting wars, are living embodiments of the Military Industrial Media Entertainment Network, where boundaries are blurred, information flow is rapid, and cyber imagery prevails. But this is not merely a postmodern space of hybridity; neoliberalism is a biased, so-called laissez-faire re-organization of material and capital flows, designed to glorify the capacities of the market to rule space, consumption, and government without any regard for democratic citizenship. Playing with virtual fields of violence literally as they execute the violent technologies of war, to advance the neoliberal projects of American neoconservative ideologues, soldiers claim that these combat games help them to escape the emotional trials of war. These gamers and their games teach us that neoliberalism is more than privatization of capital, but that it is a way of organizing experience through habits of bodily movement and affect.


2020 ◽  
Vol V (I) ◽  
pp. 75-89
Author(s):  
Haseeb Ur Rehman Warrich ◽  
Sahrish Jamil ◽  
Fazal Rahim Khan

Gaming industry in its short span of around forty years has evolved from a hobby to a huge economic industry. However, undeniably, incredible advancement in video game graphics has allowed this virtual world to manipulate and escalate its consumer's behavior. Violent video games, according to Professor Robert Sparrow, have long been used for political contestation and social unrest. The study serves to analyze behavioral escalation through video games. This study has used Ian Bogust's Procedural Rhetoric as a methodology to analyze video games. The results showed that video games are persuasive interactive medium that escalate behavior and have great potential to be used as a tool of Hybrid war. Louis Jones stated that propaganda and unconventional warfare is not a new thing, it dates back to Greeks when they left wooden horse at Troy. Colin Gray, military strategist, described the future warfare as similar to the historical one but with modern means of technology. The new virtual means of warfare have not altered the nature of warfare but have developed its new ways. Combat games are more realistic in sense of its enhanced graphics and presentation. This study points towards the great potential in video games to work as a tool for Hybrid war.


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