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First-Person Shooters, Tunnel Warfare, and the Racial Infrastructures of the US–Mexico Border

Bibliographic Data

ID22157403
AuthorsJuan Llamas-Rodriguez (0000-0002-5195-9217, The University of Texas at Dallas, corresponding author)
Year2021
Volume10
Issue2
Publication date2021-12-01
Open AccessYes
TypeARTICLE
VenueLateral (JOURNAL)
Journal identifiersISSN: 2469-4053 • E-ISSN: 2469-4053
PublisherCultural Studies Association (PUBLISHER)
DOI10.25158/l10.2.2
OpenAlexW4200274774
LanguageEN
Citations received3

Digital networked media actively participate in the nation-state’s and tech entrepreneurs’ efforts to imagine and manage the borderlands. These media facilitate virtual forms of thinking about the border both by offering popular reference points for the new technology being developed (e.g. Google Maps, Pokémon Go, Call of Duty) and by providing the actual tools through which these ideas can become actionable. This article analyzes one such reference point within the first-person shooter (FPS) console game Call of Juarez: The Cartel (Ubisoft, 2011). Like other border-themed video games, The Cartel borrows on colonial tropes and ideologies by creating playable narratives that invoke the untamable frontier and position racialized subjects as Other. Through its virtual modes of representation and interaction, the game encodes the racialization processes that continue to shape popular imaginings of the border. While its digital aesthetics animate a dynamic space of possibility, the logic of the first-person shooter reins in the expansiveness of animated space by restricting it to an interactive experience of tunnel warfare, an ideological orientation to the border underground that channels the players’ purposive motion into a space of direct confrontation and racial violence. Analyzing the narrative and procedural work of this ostensibly reactionary video game demonstrates how border infrastructures structure and shape specific forms of racial and colonial violence

Aesthetics · Art · Avatar · Frontier · Human–computer interaction · Ideology · Literature · Media studies · Multimedia · Narrative · Political science · Politics · Racialization · Reactionary · Sociology · Video game · Computer Science · Digital Games and Media · Gender Studies · Law

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Citations per year0.75
Citation span2022 - 2024 (3)
Highly citedNo

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