Propagaming Uncovering Propaganda in War Videogames
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Department of Informatics and Media Digital Media and Society Two year’s Master’s Thesis Propagaming Uncovering propaganda in war videogames Student: Andrea Andiloro Supervisor: Else Nygren Spring 2017 Abstract This thesis deals with the issue of propaganda in contemporary war themed videogames. Considering the current geopolitical situation on one hand, and the pervasiveness and widespread use of the videogame medium in general, and war videogames in particular, together with the collaboration between the military and the videogame industry, part of the wider military- entertainment complex, on the other hand, it cannot be excluded that military propaganda might be present in such digital media. This study explores through which persuasive techniques is propaganda manifest in war-themed videogames. The answer is achieved using theories of rhetoric and persuasiveness in videogames and by conducting a textual game analysis of 10 different war-themed videogames A great number of persuasive techniques at work were found within the videogames, each of them working based on certain principles identified by previous literature. Through a limited set of options, players are exposed to the normalization of morally questionable acts such as civilian shooting and torture of enemy prisoners. The war videogames in question are not neutral in their playworld, mechanics, and playformance, and heavy and widespread use of propaganda can be found within them. Keywords: videogames, war, propaganda, persuasion, persuasive techniques, rhetoric, game rhetoric. ii Acknowledgements First and foremost I would like to thank my parents for supporting me both morally and financially throughout these two years. I hope I made them proud and I hope that I´ll be able to give back even just half of what they gave to me. I would also like to thank my supervisor Else Nygren, for guiding me excellently through this thesis, for supporting my ideas and making me believe in the value of my work. I would like to thank Silvia for supporting me during these last months. Living together as two thesis-writing students is not always easy, but we somehow managed, as I was sure we would. I would like to thank my fellow Digital Media and Society colleagues. Much of what I have learnt in these two years has been thanks to them. Now it’s finally time for some drinks, Risk!, and Time’s up! I would like to thank my Nonna for believing in me and for helping me throughout my stay in Sweden. I thank my brother who is soon graduating as well and of whom I am proud, wishing him the best of luck for the future. I thank my sister who I am sure supported me in her own special way. I hope I can inspire her to reach her goals, be they academic or athletic. Last, but not least, I want to thank all my lecturers at Uppsala University, and all the staff at the department of Media and Informatics, who have taught me much more than what I could´ve expected before starting the program. iii Table of contents Abstract ...............................................................................................................................................ii Acknowledgements........................................................................................................................... iii 1 Introduction ..................................................................................................................................... 1 1.1 Setting the context ................................................................................................................................. 2 1.2 Propaganda, Persuasion, and Rhetoric ............................................................................................... 3 1.3 Gaming Private Ryan – the Military Entertainment Complex ......................................................... 5 1.4 Relevance of the topic and Aims .......................................................................................................... 7 1.5 Research Question ................................................................................................................................. 8 1.6 Disposition .............................................................................................................................................. 9 2 Literature Review ......................................................................................................................... 10 2.1 Research on Propaganda .................................................................................................................... 10 2.2 Research on Games and Videogames ................................................................................................ 13 2.2.1 What Is a Game? ............................................................................................................................ 13 2.2.2 What Is a Videogame? ................................................................................................................... 14 2.2.3 Influencing Player Behaviour– Serious Games ............................................................................. 15 2.3 Research On War And Propaganda In Videogames ....................................................................... 16 2.4 Contribution to the field ..................................................................................................................... 19 3 Theoretical Framework ................................................................................................................ 19 3.1 Persuasion ............................................................................................................................................ 19 3.2 Rhetoric ................................................................................................................................................ 21 3.3 Rhetoric In Videogames...................................................................................................................... 24 3.3.1 Game Rhetoric ............................................................................................................................... 24 3.3.2 Playworld ....................................................................................................................................... 26 3.3.3 Mechanics ...................................................................................................................................... 26 3.3.4 Playformance ................................................................................................................................. 27 3.4 Persuasion Techniques to Maximize Effects and Their Principles ................................................. 28 3.5 How Will Propaganda Be Studied in This Thesis? .......................................................................... 30 4 Methodology ................................................................................................................................. 30 4.1 Different Approaches to Studying Videogames ................................................................................ 31 4.1.2 Humanities approach – Textual analysis ....................................................................................... 31 4.1.3 Game analysis - A practical toolkit for game textual analysis ....................................................... 33 4.2 Choice of methods and critical reflection .......................................................................................... 35 4.3 Methodological Implementation ........................................................................................................ 35 4.3.1 Data Collection .............................................................................................................................. 35 4.3.2 Validity and Reliability .................................................................................................................. 38 4.4 Ethical Considerations ........................................................................................................................ 40 5 Data and Analysis.......................................................................................................................... 40 5.1 Playworld Data .................................................................................................................................... 40 5.1.1 Playable characters and “good guys” ............................................................................................ 40 5.1.2 “Bad guys” ..................................................................................................................................... 42 5.1.3 Starting scenarios ........................................................................................................................... 43 5.1.4 Soundtrack – effects and music ..................................................................................................... 44 iv 5.1.5 Dialogues ....................................................................................................................................... 44 5.1.6 Space and time ............................................................................................................................... 45 5.1.7 Objects ........................................................................................................................................... 46 5.1.8 Camera ..........................................................................................................................................