2016
DOI: 10.1017/s1537592716002887
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Visualizing War? Towards a Visual Analysis of Videogames and Social Media

Abstract: Political scientists are increasingly engaged with the importance of the “visual turn,” asking questions about how we understand what we see and the social and political consequences of that seeing. One of the greatest challenges facing researchers is developing methods that can help us understand visual politics. Much of the literature has fallen into the familiar qualitative versus quantitative methodological binary, with a strong bias in favor of the former, and has consequently been unable to realize the a… Show more

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Cited by 14 publications
(6 citation statements)
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“…As previously demonstrated, in these games ‘there is no space for dialogue or negotiation’, just brute force (p. 460). This ties in with Robinson and Schulzke’s (2016: 997) arguments around ‘militarism’, something that can be seen both in the structural power of the military but also in the ideological bleed-through of military logic and ‘militaristic solutions to political problems’. In Ghost Recon 2 , as in Robinson and Šisler’s Middle Eastern examples, the implication is that there is only one solution to the exceptional threat posed by a well-trained North Korean military.…”
Section: North Korea In Video Gamesmentioning
confidence: 80%
“…As previously demonstrated, in these games ‘there is no space for dialogue or negotiation’, just brute force (p. 460). This ties in with Robinson and Schulzke’s (2016: 997) arguments around ‘militarism’, something that can be seen both in the structural power of the military but also in the ideological bleed-through of military logic and ‘militaristic solutions to political problems’. In Ghost Recon 2 , as in Robinson and Šisler’s Middle Eastern examples, the implication is that there is only one solution to the exceptional threat posed by a well-trained North Korean military.…”
Section: North Korea In Video Gamesmentioning
confidence: 80%
“…Algunos autores concluyen que los videojuegos bélicos presentan una implicación, conexión emocional y empatía de los jugadores con las víctimas menor que el cine. También señalan que algunos videojuegos fomentan la militarización, apelan a la defensa propia para legitimar los conflictos bélicos internacionales, caricaturizan o desdramatizan la guerra, mostrando a los protagonistas como héroes invulnerables, y limitan la visión crítica de los jugadores (Robinson & Schulzke, 2016). Advierten que estos instrumentos pueden convertirse en plataformas de propaganda ideológica y/o nacionalista y pueden fomentar el reclutamiento militar.…”
Section: Discussionunclassified
“…Análisis socio-crítico, socio-político y ético de juegos bélicos (10) Donald, 2019;García-Moreno, 2017;González & Igartua, 2020;Nardone, 2017;Payne, 2014;Robinson, 2012;Robinson & Schulzke, 2016;Saber & Webber, 2017;Shaw, 2010;Verino, 2019).…”
Section: Estudios Del áMbito Sociológico Y Antropológico (Ver Descripción En Tabla 6)unclassified
“…The mediation of war through, for instance, amateur videos posted online challenges traditional state‐centric approaches to understanding the causes, effects, and continuation of war (e.g., Kuntsman & Stein, ). Though questions around audience reception and response are often left unexplored because of the focus on the meaning constructions of the images themselves, recent IR work has included digital anthropology on whether threat narratives have been successful (Gaufman, ); audience ethnography on audience perceptions (O'Loughlin, ); the quantification of visual signifiers and the potential of constructing meaningful generalizations about audience perception and online messaging (Robinson & Schulzke, ); and, a multi‐modal approach to audio‐visual analysis of militarism in video (Jackson, ).…”
Section: The International Relations Of Militarismmentioning
confidence: 99%