2018
DOI: 10.1080/21624887.2018.1432531
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Virtuous, virtual, but not visceral: (dis)embodied viewing in military-themed videogames

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Cited by 12 publications
(6 citation statements)
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“…The empirical context through which this article examines this sacrificial logic is that of the games used to attract, produce, and recycle war-fighters. The study of recreational games in critical security studies and international relations has proliferated over the last decade (Berents and Keogh, 2018;Brown, 2017;Ciută, 2016;Jarvis and Robinson, 2021;Robinson, 2015Robinson, , 2016Salter, 2011). More recently, scholars have begun to examine the military applications of gaming (Hirst, 2020(Hirst, , 2021(Hirst, , 2022Öberg, 2020;Robinson, 2019), an area of study that had broadly lain dormant since the publication of the second edition of James Der Derian's book Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network in 2009.…”
Section: Pharmacotic Wargamesmentioning
confidence: 99%
“…The empirical context through which this article examines this sacrificial logic is that of the games used to attract, produce, and recycle war-fighters. The study of recreational games in critical security studies and international relations has proliferated over the last decade (Berents and Keogh, 2018;Brown, 2017;Ciută, 2016;Jarvis and Robinson, 2021;Robinson, 2015Robinson, , 2016Salter, 2011). More recently, scholars have begun to examine the military applications of gaming (Hirst, 2020(Hirst, , 2021(Hirst, , 2022Öberg, 2020;Robinson, 2019), an area of study that had broadly lain dormant since the publication of the second edition of James Der Derian's book Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network in 2009.…”
Section: Pharmacotic Wargamesmentioning
confidence: 99%
“…In essence, videogames produced within these relationships carry actors’ values, often reinforcing gendered, racialized, and colonial/imperial norms (De Zamaróczy, 2017). Through coded-in rules, selective subject construction, and information circulation, videogames can naturalize and legitimize uses of force, sanitize public perceptions of warfare, and elicit consent for militarization (Berents and Keogh, 2018; Mantello, 2012; Payne, 2014; Power, 2007; Robinson, 2019).…”
Section: Weaponized Ai Popular Culture and Game Studiesmentioning
confidence: 99%
“…Moments of machine interference that influence player behavior show how both human and machine agencies are present, to varying degrees. 59 The beyond-human infrared and digital visions that these video games represent constantly maintain the vision, but in moments of machine interference beyond the frame of the video game's world, "the game object reminds 56 Conversationally, distributed agency through machine vision imaginaries is also evident in the creation of these video games. The developers of Cyberpunk 2077 explain how they deliberately tried to replicate data visualization errors such as datamoshing (a blurred or smeared effect that happens when transitioning from a complete image file to the next is unable to read the next file) in order to create "dream-like" transitions and "never-before-seen representations of digital realities in a 3D video game," see O. Świerad, P. Ankermann, K. Krzyścin, The Tech and Art of Cyberspaces in Cyberpunk 2077, "SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference Proceedings / ACM" 2021, July, doi: 10.1145/3450623.3464662.…”
Section:  W Kręgu Ideimentioning
confidence: 99%