Video Games Within Middle Eastern Conflicts CALLUM Mcdonald
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RESEARCH, ART and VIDEO GAMES: ETHNOGRAPHY of an EXTRA-DISCIPLINARY EXPLORATION Cédric Parizot and Douglas Edric Stanley
antiAtlas Journal #01 - Spring 2016 RESEARCH, ART AND VIDEO GAMES: ETHNOGRAPHY OF AN EXTRA-DISCIPLINARY EXPLORATION Cédric Parizot and Douglas Edric Stanley Cédric Parizot is Researcher in Anthropology at IREMAM (CNRS UMR 7310). He is initiator and coordinator of the antiAtlas of Borders project. His most recent publications are: Israelis and Palestinians in the Shadows of the Wall. Spaces of Separation and Occupation, 2015, Ashgate (co-edited with S. Latte Abdallah) and “Marges et Numérique/Margins and Digital Technologies”, 2015, Journal des anthropologues 142-143 (co-edited with T.Mattelart, J. Peghini and N. Wanono). Douglas Edric Stanley is an American-born artist and teaches in Aix en Provence where he founded the Atelier Hypermédia, an atelier dedicated to the exploration of algorithms and code as artistic materials. Douglas also teaches Algorithmic Design in the Media Design Master of the Geneva University of Art and Design (HEAD). As an artist, he has participated in several exhibitions related to digital art. Translated by Caroline Mackenzie. Keywords : apparatus, art, digital art, distanciation, device (dispositif), ethnography, borders, Intifada, Israel, video games, Palestine, walls, research, mobility regime, procedural rhetoric To quote this article: Parizot, Cedric, Stanley, Douglas Edric, "Research, Art and Video games: Ethnography of an extra-disciplinary exploration", antiAtlas Journal, 01 | 2016, [Online], published on June 30th, 2016, URL : http://www.antiatlas-journal.net/01-research-art-and-video-games- ethnography-of-an-interdisciplinary-exploration, accessed on juillet 7, 2016 Introduction Introduction 1 This article reviews the process of conception and development of a documentary and artistic video game: A Crossing Industry. This game focuses on the operations of the Israeli separation regime in the West Bank during the three years following the second Intifada (2007-2010). -
RESEARCH, ART and VIDEO GAMES Cédric Parizot, Douglas Stanley
RESEARCH, ART AND VIDEO GAMES Cédric Parizot, Douglas Stanley To cite this version: Cédric Parizot, Douglas Stanley. RESEARCH, ART AND VIDEO GAMES: ETHNOGRAPHY OF AN EXTRA-DISCIPLINARY EXPLORATION. antiAtlas Journal, Institut de recherches et d’études sur le monde arabe et musulman, 2016, 10.23724/AAJ.9. halshs-01528858 HAL Id: halshs-01528858 https://halshs.archives-ouvertes.fr/halshs-01528858 Submitted on 1 Jun 2017 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. antiAtlas Journal #01 - Spring 2016 RESEARCH, ART AND VIDEO GAMES: ETHNOGRAPHY OF AN EXTRA-DISCIPLINARY EXPLORATION Cédric Parizot and Douglas Edric Stanley Cédric Parizot is Researcher in Anthropology at IREMAM (CNRS UMR 7310). He is initiator and coordinator of the antiAtlas of Borders project. His most recent publications are: Israelis and Palestinians in the Shadows of the Wall. Spaces of Separation and Occupation, 2015, Ashgate (co-edited with S. Latte Abdallah) and “Marges et Numérique/Margins and Digital Technologies”, 2015, Journal des anthropologues 142-143 (co-edited with T.Mattelart, J. Peghini and N. Wanono). Douglas Edric Stanley is an American-born artist and teaches in Aix en Provence where he founded the Atelier Hypermédia, an atelier dedicated to the exploration of algorithms and code as artistic materials. -
Videogames, Persuasion and the War on Terror: Escaping Or Embedding the Military-Entertainment Complex?
This is a repository copy of Videogames, Persuasion and the War on Terror: Escaping or Embedding the Military-Entertainment Complex?. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/127283/ Version: Accepted Version Article: Robinson, NT orcid.org/0000-0003-2283-3022 (2012) Videogames, Persuasion and the War on Terror: Escaping or Embedding the Military-Entertainment Complex? Political Studies, 60 (3). pp. 504-522. ISSN 0032-3217 https://doi.org/10.1111/j.1467-9248.2011.00923.x (c) 2012 The Author. This is an author produced version of a paper published in Political Studies. Uploaded in accordance with the publisher's self-archiving policy. Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Videogames, persuasion and the war on terror (revised version) Videogames, persuasion and the war on terror: escaping or embedding the military-entertainment complex? Introduction Video games have the power to make arguments, to persuade, to express ideas. -
Published As: Sisler, V.: Representation and Self-Representation: Arabs and Muslims in Digital Games
Published as: Sisler, V.: Representation and Self-Representation: Arabs and Muslims in Digital Games. In: Gaming Realities: A Challenge for Digital Culture, Ed. Santorineos, M., Dimitriadi, N. Fournos, Athens, 2006, p. 85 – 92, ISBN: 960-7687-01-9. Representation and Self-Representation: Arabs and Muslims in Digital Games Vít Šisler Charles University in Prague Faculty of Arts and Philosophy Institute of Information Studies http://uisk.jinonice.cuni.cz/sisler vsisler [at] gmail.com Abstract strategy game simulating the 1967 Arab-Israeli war. The human player controls the Israeli This paper presents the ways in which forces whereas the computer controls the Arab Muslims and Arabs are represented in ones. Although the limited level of mainstream European and American digital technological development deprives the game games. It analyzes how games — particularly of most features that a current generation of the action genre — construct the Arab or digital game would typically possess, it Muslim ‘Other.’ Within these games, one finds prominently features a clearly defined ‘enemy’ the diverse ethnic and religious identities of the and a simplistically bifurcated world of ‘good’ Islamic world reconstructed into a series of flat versus ‘evil’ – both of which are familiar to social typologies, often presented within the current games. framework of hostility and terrorism. The second part of the paper deals with selected The word ‘representation’ refers to the digital games created in the Middle East, construction of meaning about the world whose authors are knowingly working with the through symbols and images. In the digital age, topic of self-representation. Recent digital videogames have established themselves as a games originating in the Middle East can be form of mainstream media that shapes our perceived as examples of an ongoing digital comprehension and understanding of the world emancipation taking place through the by constructing, conveying and iterating distribution of media images and their various representations. -
The Role History Plays in Video Games
Georgia Southern University Digital Commons@Georgia Southern Electronic Theses and Dissertations Graduate Studies, Jack N. Averitt College of Fall 2012 Leaving in the Past: The Role History Plays in Video Games Joseph Fordham Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/etd Part of the Education Commons, Film and Media Studies Commons, and the History Commons Recommended Citation Fordham, Joseph, "Leaving in the Past: The Role History Plays in Video Games" (2012). Electronic Theses and Dissertations. 4. https://digitalcommons.georgiasouthern.edu/etd/4 This thesis (open access) is brought to you for free and open access by the Graduate Studies, Jack N. Averitt College of at Digital Commons@Georgia Southern. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. LEAVING IN THE PAST: THE ROLE HISTORY PLAYS IN VIDEO GAMES by JOSEPH FORDHAM (Under the Direction of Craig Roell) ABSTRACT How can something considered by many within academia as childish or a waste of time be potentially useful in presenting or even studying history? Not only has the video game industry grown into one of the largest forms of media in the world, but these games are also finding use as a training aid for the military and major companies, as an advertising medium, and, most importantly, as a tool for teaching. As developmental capabilities improve with new generations of graphics hardware, video games are turning towards the recreation of real-world and historical events. This drive towards realism and accuracy also brings an increase in the amount of historical research done in order to insure the accuracy of a game’s content. -
Huvudtitel På Arbetet
BEHIND THE MECHANICS The Conveyance of Political Messages through Video Games Gotland University Fall 2011 Scientific Bachelor Thesis Author: Vira Haglund Institution: Game design & Graphics Supervisor: Johan C. Eriksson ABSTRACT This study is a response to the growing demand for more critical examinations of the video game as a communicative as well as interactive medium of mass culture. It reflects the game in regard to its potentials and abilities conveying a message to its audience and sets it into a broader discourse of mass communication. The analysis focuses on opinion forming games and their agendas whilst scrutinizing the methods through which certain messages are delivered to the player. The study is primarily based on qualitative research and analyzes the mechanisms of manipulation through examples with an emphasis on the mechanics and rules of the game, its visual aesthetics, its narrative structure and the emotional dimensions of the gameplay. The analysis illustrates that games are effectively used to render the image of war and to frame the enemy in a stereotypical manner in order to match certain political interests. They also function as a recruitment tool for the military as well as for political and ethnic fractions. In addition the study demonstrates the positive potentials of the medium by referring to serious games which offer complex perspectives and profound knowledge about certain topics and encourage the player to aim for creative and constructive solutions in order to finish the game successfully. The results of the study demonstrate that video games can no longer be categorized as a subculture of entertainment for young men. -
Beyond the Call of Duty: Why Shouldn't Video Game Players Face
Volume 94 Number 886 Summer 2012 Beyond the Call of Duty: why shouldn’t video game players face the same dilemmas as real soldiers? Ben Clarke, Christian Rouffaer and Franc¸ois Se´ne´chaud* Ben Clarke is an associate professor, University of Notre Dame Australia, and former adviser at the Civil Society Relations Unit, International Committee of the Red Cross (ICRC). Christian Rouffaer is adviser at the Unit for Relations with Armed Forces, Division for the Integration and Promotion of the Law, ICRC. Franc¸ois Se´ne´chaud is the head of division for the Integration and Promotion of the Law, ICRC. Abstract Video games are influencing users’ perceptions about what soldiers are permitted to do during war. They may also be influencing the way combatants actually behave during today’s armed conflicts. While highly entertaining escapism for millions of players, some video games create the impression that prohibited acts, such as torture and extrajudicial killing are standard behaviour. The authors argue that further integration of international humanitarian law (IHL) can improve knowledge of the rules of war among millions of players, including aspiring recruits and deployed soldiers. This, in turn, offers the promise of greater respect for IHL on tomorrow’s battlefields. * We would like to thank Helen Durham, Alexandra Boivin, Neil Davidson, Ray Smith, and Vincent Bernard for their valuable input. The views expressed here are those of the authors and do not necessarily reflect the position of the International Committee of the Red Cross. doi:10.1017/S1816383113000167 711 B. Clarke, C. Rouffaer, and F. Se´ne´chaud – Beyond the Call of Duty: why shouldn’t video game players face the same dilemmas as real soldiers? Keywords: video games, influence, behaviour, undermining effect, applicability, challenges, messages, obligation, initiative, trivializing. -
What Video Games Have to Teach Us About Learning and Literacy
WHAT VIDEO GAMES HAVE TO TEACH US ABOUT LEARNING AND LITERACY James Paul Gee 01 gee fm 3/13/03 12:04 PM Page i WHAT VIDEO GAMES HAVE TO TEACH US ABOUT LEARNING AND LITERACY JAMES PAUL GEE 01 gee fm 3/1/04 2:47 PM Page ii WHAT VIDEO GAMES HAVE TO TEACH US ABOUT LEARNING AND LITERACY Copyright © James Paul Gee, 2003. All rights reserved. No part of this book may be used or reproduced in any manner whatsoever without written permission except in the case of brief quotations embodied in critical articles or reviews. First published in hardcover in 2003 by Palgrave Macmillan First PALGRAVE MACMILLAN™ paperback edition: May 2004 175 Fifth Avenue, New York, N.Y. 10010 and Houndmills, Basingstoke, Hampshire, England RG21 6XS. Companies and representatives throughout the world. PALGRAVE MACMILLAN is the global academic imprint of the Palgrave Macmillan division of St. Martin's Press, LLC and of Palgrave Macmillan Ltd. Macmillan® is a registered trademark in the United States, United Kingdom and other countries. Palgrave is a registered trademark in the European Union and other countries. ISBN 1-4039-6538-2 Library of Congress Cataloging-in-Publication Data Gee, James Paul. What video games have to teach us about learning and literacy / James Paul Gee. p. cm. Includes bibliographical references and index. ISBN 1-4039-6538-2 1. Video games—Psychological aspects. 2. Computer games— Psychological aspects. 3. Learning, Psychology of. 4. Visual literacy. 5. Video games and children. I. Title: What video games have to teach us about learning and literacy. -
Contemporary Global Anti-Semitism: a Report Provided to the United States Congress
Contemporary Global ANTI-SEMITISM: A Report Provided to the United States Congress UNITED STATES DEPARTMENT of STATE BUREAU of DEMOCRACY, HUMAN RIGHTS and LABOR Cover Photo: AP Images, courtesy of the BUREAU of PUBLIC AFFAIRS Tom Lantos 1928-2008 In memory of Tom Lantos, Chairman of the Committee on Foreign Affairs of the U.S. House of Representatives, a leader of moral force and a champion of human rights. As the only Holocaust survivor to serve in Congress, he attested with uncommon eloquence to a truth based on unspeakable experience: promoting tolerance is essential to building a world of freedom and peace. May every conscience remember that anti-Semitism is always wrong and is always dangerous, may every voice speak out against anti-Semitism, and may all of us have the civic courage to take action against anti-Semitism and other forms of intolerance whenever and wherever they arise. “The Jewish people have seen, over the years and over the centuries, that hate prepares the way for violence. The refusal to expose and confront intolerance can lead to crimes beyond imagining. So we have a duty to ex- pose and confront anti-Semitism, wherever it is found.” - President George W. Bush May 18, 2004 Washington, D.C. “Gathered in this place we are reminded that such im- mense cruelty did not happen in a far-away, uncivilized corner of the world, but rather in the very heart of the civilized world.…The story of the [concentration] camps reminds us that evil is real, and must be called by its name, and must be confronted. -
The Arab Revolutions and the Gamification of Everyday Life
Fast Capitalism ISSN 1930-014X Volume 11 • Issue 1 • 2014 doi:10.32855/fcapital.201401.004 “Game over Mubarak”: the Arab Revolutions and the Gamification of Everyday Life Peter Snowdon On Qasr Nil bridge the lion says: Game Over Mubarak. (Ahmed Ramadan/TwitPic) 1 One of the most widely reported slogans of the Arab revolutions of 2010–2011 was “Game over XXX”, where XXX would be the name of the dictator you had not chosen.[1] Photographs and videos in which such phrases featured got a lot of airtime in the Western media. While being in English doubtless helped, perhaps it was also because this was a cultural reference with which we feel particularly at home. It certainly fitted well with the image of these revolutions as an upwelling of understandable frustration from a population that was young, well-educated, largely unemployed, and broadly enthusiastic about Western democracy, culture and/or “values”, as represented in particular by our entertainment media and consumer products. The slogan was picked up by international journalists and their editors, and soon began to figure in the title of articles, op-eds, Page 23 Page 24 PETER SNOWDON and photo galleries, whether from Al-Jazeera English (2011), CBS News (2011), or Foreign Policy (Springborg 2011). On one level, the power of this slogan is its immediacy. It seems to require no explanation, even if you have never (consciously) heard it before. On another level, it invokes a (popular) cultural context which provides the basis for an implicit irony (as we all “know”, life is not a (video) -
Entertainment Media Use in the Middle East a Six-Nation Survey
Entertainment Media Use in the Middle East A Six-Nation Survey TABLE OF CONTENTS 4 SURVEY OVERVIEW 5 PREFACE LETTER 10 METHODOLOGY 6 FOREWORD 12 EXECUTIVE 7 INTRODUCTION SUMMARY 16 Media and Leisure 24 Film 34 Television 42 Video Games 48 Music 54 Online and Social Media 64 Content Choice 70 Censorship 80 Focus on Qatar 94 Children’s Media 100 CONCLUSIONS 104 APPENDIX A: LITERATURE REVIEW 114 APPENDIX B: RELATED RESEARCH Survey Overview Preface Letter Foreword Methodology Introduction Executive Summary PREFACE LETTER Entertainment Media Use in the Middle East To the Readers and Users of the Study: ntertainment Media Use in the Middle East is a cooperative effort of two organizations, ENorthwestern University in Qatar and Doha Film Institute. It is with mutual respect and mutual interest that we entered into an agreement to better understand entertainment media and cultural attitudes in the Arab world. DFI and NU-Q have different but complementary missions. One is a cultural institution with a mandate to nurture and promote a rising film industry for public benefit; the other is an academic institution concerned with learning and the advancement of knowledge in communication, journalism and media. Both share a commitment to educating and supporting talented personnel for the media and entertainment industries, while also helping lead or shape those enterprises. We agreed to join forces in developing this study to contribute to Qatar’s cultural and economic trajectory, where modernity meets tradition. In doing so, NU-Q harnessed its research capacity and commitment to educating young professionals, while DFI offered its cultural and commercial expertise in the world of film and entertainment media. -
MHS and GCHQ "Get in the Game" with Target Development for World of Warcraft Online Gaming
TOP SECRET//COMINT//REL TO USA, FVEY (TSI/SIUREL) MHS and GCHQ "Get in the Game" with Target Development for World of Warcraft Online Gaming (TS//S1//REL) Although online gaming may seem like an innocuous form of entertainment, when the basic features and capabilities are examined, it could potentially become a target-rich communication network. Online gaming represents a technology that is rapidly growing in popularity worldwide. World of Warcraft (WOW) is one with an impressive following of gaming enthusiasts. With over 10 million users worldwide, WoW may be providing SIGINT targets a way to hide in plain sight. Targets have been spotted receiving "no reply" emails from gaming providers and GCHQ analysts have correlated known SIGINT targets to online gaming events. The New Mission Development Center at MHS, the Global Network Exploitation (OPD-GNE) and the Applied Research Special Topics (B18) organization at GCHQ are working together TOP SECRET//COMINT//REL TO USA, FVEY 7 TOP SECRETi/COMINTIIREL TO USA, FVEY to filter the FORNSAT survey environment for this traffic and extract various types of WoW metadata for SIGINT development and network knowledge enrichment. (Li) Communication is at the core of online gaming and in WoW there are many ways to communicate and interact in rile virtual world. A player has a character ID and can join different groups. A "party" brings players together for a common, defined purpose or quest. It is temporary and task-oriented. "Guilds," on the other hand, are for characters with persisting relationships and can take on an organizational structure with ranks and positions.