Use of Video Games for Propagation of Extremism Bachelor Thesis
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MASARYK UNIVERSITY FACULTY OF SOCIAL STUDIES DEPARTMENT OF POLITOLOGY Use of Video Games for Propagation of Extremism Bachelor thesis Jan Běláč Supervisor: Mgr. Jakub Drmola, PhD. UČO: 450 776 Security and Strategic Studies / International Relations Enrollment year: 2015/2016 Brno, 2018 Statement of Authorship I hereby declare that I am the sole author of this bachelor thesis “Use of Video Games for Propagation of Extremism” and that I have not used any sources other than those listed in the bibliography and identified as references. In Brno, 15.05.2018 __________________ Jan Běláč I would like to thank to supervisor of my bachelor thesis Mgr. Jakub Drmola, PhD. for his professional guidance, valuable advices and insights which allowed me to complete this thesis. I am also very grateful to members of my family for their support and encouragement during the time of my studies. Anotace Video hry se v posledních letech stávají významným prvkem soudobé společnosti a kultury. Video hry jako specifické interaktivní médium neslouží pouze k pobavení, ale rovněž i k socializaci, výuce a sdělování názorů a myšlenek. Ačkoliv zájem o vědecké zkoumání video her narůstá, v oblasti bezpečnostních studií se stále jedná o okrajovou oblast zájmu. Cílem této práce je seznámit čtenáře s problematikou využívání video her jako nástroje propagandy. Hlavním obsahem práce jsou použité postupy a výsledky kvalitativní obsahové analýzy vybraných her, které vznikly za účelem propagace a šíření extrémistických názorů a ideologií. Rovněž jsou představeny možné budoucí perspektivy fenoménu zkoumaného v této práci. Klíčová slova: bezpečnostní studia, extrémismus, kvalitativní obsahová analýza, propaganda, video hry Abstract Video games are becoming important aspect of contemporary society and culture. Purpose of video games, as a specific interactive medium, is not only to entertain, but also to allow socialization, education and communication of ideas and opinions. Interest in scientific research of video games is on the rise, but in a field of security studies it is still fringe topic, however. Goal of this thesis is to introduce reader into issue of using video games as a tool of propaganda. Main topic of this thesis are procedures and results of qualitative content analysis of selected video games that were created for promotion and propagation of extreme opinions and ideologies. Arguments about future perspectives of researched phenomenon are also presented. Keywords: extremism, qualitative content analysis, security studies, video games Table of Contents Introduction ................................................................................................................................ 7 1 Concept .............................................................................................................................. 8 1.1 Objectives ....................................................................................................................... 8 1.2 Structure .......................................................................................................................... 8 2 Theory and methodology ................................................................................................... 9 2.1 Definition of Extremism ................................................................................................. 9 2.2 Video Game Content Analysis Framework .................................................................. 10 2.2.1 Selection ................................................................................................. 11 2.2.2 Topics of Interest ................................................................................... 12 2.2.3 Process of Analysis ................................................................................ 14 3 Analysis of Video Games Promoting Extremism ............................................................ 15 3.1 Border Patrol ................................................................................................................. 15 3.2 Ethnic Cleansing ........................................................................................................... 17 3.3 Muslim Massacre .......................................................................................................... 20 3.4 Quest for Bush / Night of Bush Capturing.................................................................... 22 3.5 Raid Gaza! .................................................................................................................... 25 3.6 Summary ....................................................................................................................... 27 4 Future of Video Games Promoting Extremism ............................................................... 29 Conclusion ............................................................................................................................... 31 Sources ..................................................................................................................................... 32 Annex ....................................................................................................................................... 38 Character count: 64 393 Introduction Since their origin in early 1980´s video games established themselves as a significant part of human culture and society worldwide. Today hundreds of millions of people play a wide variety of video games every day on different platforms raging from high performance desktop PCs to smart phones. Video games became integral part of contemporary world and are no longer matter of interest for only few dedicated fans and enthusiasts as it was few decades ago. Video game industry is one of the most fast growing global economic sectors today. Video games also reflect and are reflected upon by almost any aspect of human life. Possibilities of what content can be created and interacted with in video games are virtually limitless. It is therefore no surprise that video games became subject of interest to many scholars, researchers and experts from wide array of fields of scientific study. Security studies are no exception. However, security aspect of video games is not very well covered in scientific literature or in a form of actual research compared, for example, to behavioral, medical or economic issues studied in video games. Video games as a specific form of media can be and are also used to communicate, present and promote any ideas, views, positions and believes of other people, organizations or movements. Elaborate propaganda and promotion of extremist views, opinions, believes and ideologies using video games is something that can in future compete with or complement similar behavior that can be seen in social media. Due to the fact that most people seek primarily entertainment or want to socialize in video games players may be even more susceptible to negative influence present in virtual worlds. In this thesis its author wanted to contribute with some relevant content applicable in security studies concerning use of video games for promoting extremism. This thesis has two main objectives. Main goal is to present results of qualitative content analysis of selected video games that promote extremism to show how video games can be misused for malicious intents. Focus of this analysis was on the elements and the methods used to communicate extremist ideas and believes. Secondary objective was to outline implications and limitations of possible use of video games for promoting extremism in the future based on results of executed analysis. 7 1 Concept 1.1 Objectives The purpose of this thesis is to present an argument that video games can be used for propagation and promotion of extremism as any other medium. Two research questions were formulated: How is extremism promoted in already existing video games that were created for this purpose? What are the possible future implications for using video games for promoting extremism? Main objective was to provide results of qualitative content analysis of selected video games that were identified as promoting extremism. Author had no ambition of presenting comprehensive comparative study nor to formulate any theory or hypothesis regarding researched issue. Goal was to present examples how can be extremism promoted in video games and that those games exist. Data were collected by author himself by playing selected video games. For analysis was used modified framework based on the results of explorative study conducted by researchers of Centre for Media culture and Communication technologies at Catholic University of Leuven. Secondary objective was to present arguments about possible future use of video games for promotion of extremism based on results of analysis and current state of video game industry. Possibility for future use of video games to promote extremism is affected by both positive (growing availability and affordability of resources and know how) and negative factors (norms within video games industry and significance of social media as a tool of propaganda) which are examined. 1.2 Structure Thesis is divided into three parts. At the beginning of chapter Theory and methodology definition of extremism used in this work is presented. In second part of this chapter methodology and process of conducting qualitative content analysis is explained. Second chapter presents results of qualitative content analysis of selected video games. Each analyzed game is presented