2004
DOI: 10.3138/sim.4.4.004
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Unsettling the Military Entertainment Complex: Video Games and a Pedagogy of Peace

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Cited by 42 publications
(25 citation statements)
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“…Building on current studies of the political-economy of digital games (Kline, Dyer-Witheford and De Peuter 2003), the US military-industrial-entertainment complex (Der Derian 2001;Halter 2006;Lenoir 2000Lenoir , 2003Turse 2003), and the cultural consequences of war gaming (Hall 2006;Kingsepp 2007;Leonard 2004;Power 2007;Stahl 2006), this article examines the nexus of digital capitalism and ideologies of US militarism in SOCOM I: Navy SEALs (SOCOM I), released 27 August 2002, and SOCOM II: U.S. Navy SEALs (SOCOM II), released 4 November 2003. Following a brief discussion of the cultural geopolitics of 'militainment' and the US military-industrial-entertainmentmedia complex, I explore the multiple ways that SOCOM supports digital capitalism's economic interests and the US military's promotional goals.…”
mentioning
confidence: 99%
“…Building on current studies of the political-economy of digital games (Kline, Dyer-Witheford and De Peuter 2003), the US military-industrial-entertainment complex (Der Derian 2001;Halter 2006;Lenoir 2000Lenoir , 2003Turse 2003), and the cultural consequences of war gaming (Hall 2006;Kingsepp 2007;Leonard 2004;Power 2007;Stahl 2006), this article examines the nexus of digital capitalism and ideologies of US militarism in SOCOM I: Navy SEALs (SOCOM I), released 27 August 2002, and SOCOM II: U.S. Navy SEALs (SOCOM II), released 4 November 2003. Following a brief discussion of the cultural geopolitics of 'militainment' and the US military-industrial-entertainmentmedia complex, I explore the multiple ways that SOCOM supports digital capitalism's economic interests and the US military's promotional goals.…”
mentioning
confidence: 99%
“…Mainstream games usually allow players to take the role of members of elite counterterrorist forces that respond to hostage situations, prevent nuclear and chemical attacks and destroy terrorist training camps, thereby casting their characters as the same type of heroic lone individuals as one finds in Special force and Under ash. Finally, as critics of militaristic games correctly point out, because mainstream wargames present pro-Western and pro-military values they can be just as easily read as constituting propaganda as games produced by VNSAs (Leonard 2004;Halter 2006;Delwiche 2007). Western and non-Western wargames are alike in allowing players to take part in simulated wars that glorify one side while demonizing the other and that generally celebrate the efficacy of military force.…”
Section: The Meaning Of Simulated Violencementioning
confidence: 97%
“…30 Grossman and DeGaetano (1999). 31 Leonard (2007). and points out that it depends on an assumed similarity between the actions performed in the game and actions in the real world:…”
Section: Training Killersmentioning
confidence: 99%