The aim of this paper is to discuss the acted or performed dimension through which Western warfare videogames are employed in the creation of culturally divided identities. During the interaction, affects and emotions are channelled in order to shape subjects acritically embracing Western values, while also driving a larger process of construction of a generic Muslim enemy. On the one hand, Middle-Eastern subjects work as agents of a polarizing process which prompts users ’ aggressive reaction; on the other, whole Middle-Eastern cities and regions are being re-created as three-dimensional spaces, and then digitally stored to expand huge terrestrial and cultural databases. These function on two levels: first, as virtual training grounds for ...
From Crossref journal articles via Jisc Publications RouterHistory: epub 2020-07-16, issued 2020-07-...
This paper sets out to examine affect as a theoretical framework in the discussion of cognitive and ...
Our group uses Latent Content analysis to examine how modern video games, within the genre of first-...
The aim of this paper is to discuss the acted or performed dimension through which Western warfare v...
The aim of this paper is to discuss the acted or performed dimension through which Western warfare v...
This article analyzes the depiction of Middle Eastern Islamic locality in video games that has a bad...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
This article presents the ways in which Muslims and Arabs are represented and represent themselves i...
This diploma thesis analyses the construction of the Near-Eastern conflict, it's actors and the prob...
Part 4: Section 3: ICT for Peace and WarInternational audienceThis paper outlines the relationship b...
Research suggests that American popular culture represents Muslim peoples, places, and cultures in w...
In this essay I look at the techno-production of modern-day enemies through a reading of Harun Faroc...
Like other pop-cultural forms, videogames commonly reify militarist representations of warfare as st...
In recent years, non-state actors in the Middle East have engaged a new generation of activists thro...
This study is a response to the growing demand for more critical examinations of the video game as a...
From Crossref journal articles via Jisc Publications RouterHistory: epub 2020-07-16, issued 2020-07-...
This paper sets out to examine affect as a theoretical framework in the discussion of cognitive and ...
Our group uses Latent Content analysis to examine how modern video games, within the genre of first-...
The aim of this paper is to discuss the acted or performed dimension through which Western warfare v...
The aim of this paper is to discuss the acted or performed dimension through which Western warfare v...
This article analyzes the depiction of Middle Eastern Islamic locality in video games that has a bad...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
This article presents the ways in which Muslims and Arabs are represented and represent themselves i...
This diploma thesis analyses the construction of the Near-Eastern conflict, it's actors and the prob...
Part 4: Section 3: ICT for Peace and WarInternational audienceThis paper outlines the relationship b...
Research suggests that American popular culture represents Muslim peoples, places, and cultures in w...
In this essay I look at the techno-production of modern-day enemies through a reading of Harun Faroc...
Like other pop-cultural forms, videogames commonly reify militarist representations of warfare as st...
In recent years, non-state actors in the Middle East have engaged a new generation of activists thro...
This study is a response to the growing demand for more critical examinations of the video game as a...
From Crossref journal articles via Jisc Publications RouterHistory: epub 2020-07-16, issued 2020-07-...
This paper sets out to examine affect as a theoretical framework in the discussion of cognitive and ...
Our group uses Latent Content analysis to examine how modern video games, within the genre of first-...