Are We What We Play? Global Politics in Historical Strategy Computer Games

被引:14
|
作者
de Zamaroczy, Nicolas [1 ]
机构
[1] Univ Southern Calif, Los Angeles, CA 90089 USA
关键词
digital games; popular culture; game studies; militarization; IR theory; POPULAR GEOPOLITICS; INTERNATIONAL-RELATIONS; VIRTUAL WORLDS; AMERICA-ARMY; WAR; TERROR; RACE; REPRESENTATION; CIVILIZATION; TELEVISION;
D O I
10.1093/isp/ekv010
中图分类号
D81 [国际关系];
学科分类号
030207 ;
摘要
Building upon current interest in studies of how popular culture relates to global politics, this article examines one hitherto overlooked aspect of popular culture: computer games. Although not prominent in the field of International Relations (IR), historical strategy computer games should be of particular interest to the discipline since they are explicitly designed to allow players to simulate global politics. This article highlights five major IR-related assumptions built into most single-player historical strategy games (the assumption of perfect information, the assumption of perfect control, the assumption of radical otherness, the assumption of perpetual conflict, and the assumption of environmental stasis) and contrasts them with IR scholarship about how these assumptions manifest themselves in the "real world." This article concludes by making two arguments: first, we can use computer games as a mirror to critically reflect on the nature of contemporary global politics, and second, these games have important constitutive effects on understandings of global politics, effects that deserve to be examined empirically in a deeper manner.
引用
收藏
页码:155 / 174
页数:20
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