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Military Shooter Video Games and the Ontopolitics of Derivative Wars and Arms Culture

Bibliographic Data

ID2780919
AuthorsPeter Mantello (0000-0001-7421-5088, Ritsumeikan Asia Pacific University, corresponding author)
Year2017
Volume76
Issue2
Pages483-521
Publication date2017-03-01
Open AccessYes
TypeARTICLE
VenueAmerican Journal of Economics and Sociology (JOURNAL)
Journal identifiersISSN: 0002-9246 • E-ISSN: 1536-7150
PublisherWiley (PUBLISHER • GB)
DOI10.1111/ajes.12184
OpenAlexW2592469052
LanguageEN
Citations received3
References cited21

The "military shooter" (MS) video game is the latest in a long line of video games that immerse the player in a fantasy world. Although the MS video game was once regarded as excessively violent, it has now become socially acceptable, as the virtues of military life have become incorporated in popular culture. That transition has taken place in part because the military has begun to work closely with the producers of MS video games, such as the "Call of Duty" series, to imagine and prepare for future military threats, both on virtual battlefields and on actual terrain. The increasing use of highly paid corporate mercenaries in actual war zones has also influenced game play by introducing players to the potential for large financial rewards by becoming experts in virtual combat. Thus, MS video games incorporate players not only into the technological domain of modern warfare but also into the economic domain of fighting war for profit. In the post 9/11 era, warfare has increasingly become a strategy of risk management, in which the battlefield is less a physical space than a semiotic landscape of conflicting loyalties and financial incentives. The MS shooter game is conditioning the soldiers of the future to fight in this shadowy world that lies between the virtual and the real. All of these changes have political ramifications. In the long run, constant exposure to these games is creating a subculture that is not only immersed in an armament culture but also increasingly allied with current patterns of geopolitical domination and subordination

Advertising · Business · Mindset · Modern warfare · Multimedia · Political science · Politics · Sociology · Video game · Computer Science · Digital Games and Media · Foucault, Power, and Ethics · Law · Violence, Religion, and Philosophy

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Citation span2021 - 2025 (5)
Highly citedNo

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