In recent years, non-state actors in the Middle East have engaged a new generation of activists through a variety of media strategies. Notable among these is a series of videogame interventions, which have appropriated Western game products to convey political and religious messages through the inversion or complication of the roles of hero and enemy. This article explores a selection of such media, produced by or in support of two non-state groups, Hezbollah and Islamic State (IS). The article takes a discourse theoretical approach to examine the ideologies presented in these media and reflects on the ways in which these game artefacts engage with, and reject, Western narratives of history and of US pre-eminence. It concludes that while these game interventions challenge existing hegemonic (re)presentations of the Middle East and the 'War on Terror', they remove or reduce agency to the extent that those who engage with them can only witness these challenges, rather than instigate their own. While we acknowledge that hegemony can always be challenged, we view this lack of agency as support for Mouffe's proposition that the result of counter-hegemonic resistance is often to maintain and reproduce the hegemonic order.
This article looks at organizational culture and identity of different organisations in EVE Online, using a combination of critical historical and ethnographic approaches. We argue that it is helpful to understand major organizations in EVE as analogous to early polities, in terms of the ways in which claims to leadership and power are demonstrated (for example through the writing of history). Yet, as we show, these organizations have strong cultures which demonstrate resilience and a resistance to top-down cultural change, meaning that the successful implementation of such change is governed by rank-and-file members rather than their leadership. We propose that the cultural (rather than political or social) nature of this resilience is centrally important in understanding how organizations in EVE function. This unity of practices and understanding allows EVE’s major organizations to suffer huge losses to their position and prestige, and yet remain viable communities and potentially resurgent powers. This seems to challenge the ‘social network’-type descriptions often used to explain the persistent groups seen in many online games.
Harry Patch (1898-2009) was the last surviving soldier to have fought in the trenches of the Western Front, entering the media spotlight in 1998 when he was approached to contribute to the BBC documentary Veterans. Media coverage of Patch and the cultivation of his totemic status were particularly prodigious in anticipating and marking his death, producing a range of reflections on its historical, social and cultural significance. Focusing on the British popular press, this article examines media coverage of the last decade of Patch's life. It considers the way in which the Great War is memorialised in the space of public history of the media in terms of the personalisation and sentimentalisation of Patch, exploring how he serves as a synecdoche for the millions of others who fought, how he embodies ideas of generational and social change, and how the iconography of the Great War's contemporaneous representation works in the space of its memorialisation.
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