2019
DOI: 10.1080/03071847.2019.1659607
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Military Videogames

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Cited by 16 publications
(11 citation statements)
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“…The launch of America’s Army in 2002 heralded a new era of recruitment games designed specifically to appeal to young gamers to boost dwindling recruitment numbers. Allowing players to participate in training regimes and presenting an appealing version of military life, this first-person shooter game exceeded all expectations, recording 15 million registered players by 2019 (Robinson, 2019: 11). Free to download and playable on console, desktop, and handheld devices, 41 versions of the game have been released to date.…”
Section: Wargames As Drug: Attracting Warfightersmentioning
confidence: 96%
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“…The launch of America’s Army in 2002 heralded a new era of recruitment games designed specifically to appeal to young gamers to boost dwindling recruitment numbers. Allowing players to participate in training regimes and presenting an appealing version of military life, this first-person shooter game exceeded all expectations, recording 15 million registered players by 2019 (Robinson, 2019: 11). Free to download and playable on console, desktop, and handheld devices, 41 versions of the game have been released to date.…”
Section: Wargames As Drug: Attracting Warfightersmentioning
confidence: 96%
“…The study of recreational games in critical security studies and international relations has proliferated over the last decade (Berents and Keogh, 2018;Brown, 2017;Ciută, 2016;Jarvis and Robinson, 2021;Robinson, 2015Robinson, , 2016Salter, 2011). More recently, scholars have begun to examine the military applications of gaming (Hirst, 2020(Hirst, , 2021(Hirst, , 2022Öberg, 2020;Robinson, 2019), an area of study that had broadly lain dormant since the publication of the second edition of James Der Derian's book Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network in 2009. Outside the field, important work has similarly traced the relationship between the military and entertainment spheres (Lenoir, 2000;Stahl, 2010).…”
Section: Pharmacotic Wargamesmentioning
confidence: 99%
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“…For instance, amalgamations of scanners, personnel, and security metrics render various everyday items as ‘threats’ when they enter aviation security contexts (Salter, 2019; Schouten, 2014). Such processes reflect geopolitical considerations (Robinson, 2019) and the commercial contexts in which objects become entangled (Bos, 2018; Godfrey, 2021; Payne, 2012). Likewise, we explore how networked human and non-human actors recontextualize AI weapons in videogame contexts.…”
Section: Introductionmentioning
confidence: 99%