In the cultural controversy surrounding “violent video games,” the manufacturers and players of games often insist that computer games are a form of harmless entertainment that is unlikely to influence the real-world activities of players. Yet games and military simulations are used by military organizations across the world to teach the modern arts of war, from how to shoot a gun to teamwork, leadership skills, military values, and cultural sensitivity. We survey a number of ways of reconciling these apparently contradictory claims and argue that none of them are ultimately successful. Thus, either military organizations are wrong to think that games and simulations have a useful role to play in training anything other than the most narrow...
War games often try to simulate the characteristics of real weapons - their range, loading times and...
This thesis argues that a select group of commercially available, military-themed video games develo...
Video games are influencing users’ perceptions about what soldiers are permitted to do during war. T...
In the cultural controversy surrounding violent video games, the manufacturers and players of games ...
In the cultural controversy surrounding ‘‘violent video games,’’ the manufacturers and players of ga...
Video games are continuing to draw attention as possible Human Performance Improvement technologies ...
Games are rule-governed systems at the same time as they are fiction, simulating or representing a r...
Military videogames play an important role in violent actors’ media strategies, and while scholars h...
This article presents a call for political scientists to look seriously at videogames. Beginning wit...
Since the earliest times, games have been used to support training and learning objectives (Coleman,...
Over the last decade the view on games has changed. Computer games are no longer only used for enter...
This thesis deals with the issue of propaganda in contemporary war themed videogames. Considering th...
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s ...
The historical roots of the technology and design of computer games can be found in Pentagon-support...
Part 4: Section 3: ICT for Peace and WarInternational audienceThis paper outlines the relationship b...
War games often try to simulate the characteristics of real weapons - their range, loading times and...
This thesis argues that a select group of commercially available, military-themed video games develo...
Video games are influencing users’ perceptions about what soldiers are permitted to do during war. T...
In the cultural controversy surrounding violent video games, the manufacturers and players of games ...
In the cultural controversy surrounding ‘‘violent video games,’’ the manufacturers and players of ga...
Video games are continuing to draw attention as possible Human Performance Improvement technologies ...
Games are rule-governed systems at the same time as they are fiction, simulating or representing a r...
Military videogames play an important role in violent actors’ media strategies, and while scholars h...
This article presents a call for political scientists to look seriously at videogames. Beginning wit...
Since the earliest times, games have been used to support training and learning objectives (Coleman,...
Over the last decade the view on games has changed. Computer games are no longer only used for enter...
This thesis deals with the issue of propaganda in contemporary war themed videogames. Considering th...
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s ...
The historical roots of the technology and design of computer games can be found in Pentagon-support...
Part 4: Section 3: ICT for Peace and WarInternational audienceThis paper outlines the relationship b...
War games often try to simulate the characteristics of real weapons - their range, loading times and...
This thesis argues that a select group of commercially available, military-themed video games develo...
Video games are influencing users’ perceptions about what soldiers are permitted to do during war. T...