2021
DOI: 10.1080/0267257x.2021.1995025
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The politics of consuming war: video games, the military-entertainment complex and the spectacle of violence

Abstract: His research interests turn on the interconnections between militarism, organisation theory and popular culture. Richard's other work informed by this perspective includes studies of humour, gender and the body, emotion and identity work in or through military contexts.

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Cited by 7 publications
(3 citation statements)
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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%
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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%
“…As prior interdisciplinary research establishes, the production and consumption of videogames brings together various human and non-human actors (Ash and Gallacher, 2011; Denegri-Knott and Molesworth, 2013; Giddings, 2009; Godfrey, 2021). In our case, these actors range from consumers, developers, marketing press releases, YouTube gameplay videos, and game code to the real-world weaponized-AI systems that inspire many videogames.…”
Section: Introductionmentioning
confidence: 99%
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