Dehumanization and Legitimization of Armed Conflicts in War Video Games

被引:3
|
作者
Gonzalez-Vazquez, Alejandro [1 ]
Igartua Perosanz, Juan Jose [1 ]
机构
[1] Univ Salamanca, Salamanca, Spain
关键词
Video games; content analysis; programme content; dehumanization; legitimacy; VIOLENCE; AGGRESSION; DEINDIVIDUATION; BEHAVIOR; REPRESENTATION; CULTIVATION; ANONYMITY; ARABS;
D O I
10.5294/pacla.2019.23.1.4
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This article collects predominant representation or representations of war in war video games. To this end, a content analysis is carried out on a sample of 62 video games, which was taken following the sampling criteria ofvolume ofsales or number of downloads in Spain between 2005-2015. This analysis is based on three conceptual lines: a) conflict legitimizers; b) enemy dehumanizers; and c) player de-individualizers. Results show the prevalence of a defense-centered legitimizing discourse of the conflict with no territorial or resource motivations, the absence of civilians during the action of the game, a predominance of enemies with homogeneous appearance and behavior who lack distinctive features and are realistically represented, and some main characters with a default design, heroic background and unreal invulnerability. Relying on the cultivation theory, this descriptive work establishes an empirical basis for further studies on how regular users of this kind ofleisure activity construct beliefs and attitudes.
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页数:27
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