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Casual Empire

Video Games as Neocolonial Praxis

Bibliographic Data

ID2961031
AuthorsSabine Harrer (0000-0002-4035-0748, BTK University of Arts & Design, corresponding author)
Year2018
Volume4
Issue1
Publication date2018-01-30
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueOpen Library of Humanities (JOURNAL)
Journal identifiersISSN: 2056-6700 • E-ISSN: 2056-6700
PublisherOpen Library of the Humanities (PUBLISHER)
DOI10.16995/olh.210
OpenAlexW2786647958
LanguageEN
Citations received13
References cited9

As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshabalala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what mechanisms are at work in the enjoyment of empire-themed play experiences. To explore this question, this article develops the concept of ‘casual empire’, suggesting that the wish to play games as a casual pastime expedites the incidental circulation of imperialist ideology. Three examples – Resident Evil V (2009), The Conquest: Colonization (2015) and Playing History: Slave Trade (2013) – are used to demonstrate the production and consumption of casual empire across multiple platforms, genres and player bases. Following a brief contextualisation of postcolonial (game) studies, this article addresses casual design, by which I understand game designers’ casual reproduction of inferential racism (Hall, 1995) for the sake of entertainment. I then look at casual play, and players’ attitudes to games as rational commodities continuing a history of commodity racism (McClintock, 1995). Finally, the article investigates the casual involvement of formalist game studies in the construction of imperial values. These three dimensions of the casual – design, play and academia – make up the three pillars of the casual empire that must be challenged to undermine video games’ neocolonialist praxis. EDITOR'S NOTE: The original version of this paper contained a misspelling of writer Pippa Tshabalala's last name. This has now been corrected

Aesthetics · Art · Casual · Colonialism · Empire · Multimedia · Political science · Praxis · Racism · Sociology · Video game · Computer Science · Digital Games and Media · Gender Studies · Gender, Feminism, and Media · Law · Sexuality, Behavior, and Technology

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Unique citing works13
Citations per year1,63
Citation span2018 - 2026 (9)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 12

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