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"Håll er politik borta från våra spel" : Myt och ideologi i Call of Duty Modern Warfare / "Keep your politics out of our games" : Myth and ideology in Call of Duty: Modern WarfareErlgren, Johan January 2020 (has links)
Video games have become the highest grossing entertainment industry in the world, earning more than double that of the music and film industry combined. Many of these games contain political messages, intentional or not. Some game developers explicitly claim that the games they make are apolitical, and this thesis examines whether Call of Duty: Modern Warfare is as apolitical as its developers claim. The research is conducted with the aid of Barthes’ work on mythologies and semiology to analyse the various signs present in the game in relation to construction of myths and ideological messaging. This is aided by Bogost’s procedural rhetoric to enable the analysis of gameplay choices as a semiological sign. The main theories are supported by Murray’s writing on immersion and the first-person perspective. The analysis shows that Modern Warfare consistently uses signs and myths that construct an ideological message that coalesce into a mythical image of the special forces soldier as a sort of human but superhuman character that must be given free rein to perform their mission, while also displaying western politicians as incompetent, the threat of terrorism as omnipresent, and Russia as a dangerous threat. Regardless of intent, such a message is undeniably political.
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Community Perception of Gunplay inModern FPS games : within Call of Duty: Warzone and Rainbow Six: SiegeMcCabe, Andrew January 2023 (has links)
This study aims to look at multiple modern first person shooter games communitiesto see how their perception of gunplay may be similar or differ from one another.The study uses Toh’s (2016) model for players' feelings towards their primaryweapons to form a questionnaire, the questionnaire is based upon previous researchwithin appraisal theory, player goals , and players feelings. The questionnaire wasthen sent out to Apex Legends, Call of Duty: Warzone and Rainbow Six: Siegecommunities to gather their perception of weapon attributes and their effects onplayers. After analysis of the data similarities and differences were found withinspecific weapon attributes that showed how the communities valued variousweapon attributes. Call of Duty: Warzone focused more on lowering time to kill, whileRainbow Six: Siege focused more on being able to accurately breach and hold offenemies in close engagments. Using background research a possible way to showgame developers how to increase a player's play time from the data collected is alsodiscussed. With the help of an acafen approach a discussion on possibilities as towhy the games have different values and preferences is also had.
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In what ways are war propaganda similar to the representation of russians in the Call of Duty: ModernWarfare franchise?Svärd, Oskar, Ohlsson, Kim January 2020 (has links)
In war propaganda you dehumanise your current or potential enemy by giving them undesirable traits. During the world wars it was common to see propaganda posters. During the cold war the posters evolved into television. In this paper we are examining potential instances of propaganda in video games. We use an immersive research method with Call of Duty 4: Modern Warfare and compare the key scenes representing russians to enemy archetypes found in propaganda. We also use the dynamics of enmity to analyse how enmity is furthered through the russians context in the conflict in relation to the player. We found that Russians show similar traits to enemy archetypes found in propaganda while the player is represented by a character portrayed as protecting the western world from nuclear war. In conclusion games serve as an interactive medium where players can be subject to propaganda messages where they need to accept taking actions in accordance with propaganda message that furthering enmity.
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Same old Russian Enemy? A Content Analysis of the Portrayal of Russians in Call of Duty: Modern WarfareLazarov, Danny Ivan January 2020 (has links)
Stereotypes and threatening images are present in much of our modern entertainment media often going unnoticed for the effects they may have on society. One media which is relatively new and unexplored when it comes to these stereotypes and images of threat is the video game media. This thesis explores how stereotypes are created and maintained within video games and how securitization efforts affect entertainment media, in order to pursue these aims the game Call of Duty: Modern Warfare (2019) is analysed with a content analysis built on the theories of othering and securitization, in order to see how the Russians are portrayed within the game. The analysis shows that the image attached to Russians is overly negative compared to other people in the game, and the common threats which they pose is going to war with the West. Based on these findings, the thesis concludes that video games do reproduce securitization discourses and create stereotypes.
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En kategorisering av våld i dator och tv-spelHolm-Öste, Jesper, Hubeny, Anthony January 2011 (has links)
This essay will focus on video and computer game violence. We hope to uncover, with the help of semiotics, according to Barthes design, if this kind of violence can have a negative effect on youth and adolescents. How intense is the violence and how graphic is it?. PEGI is the European measurement for game age limits. In our essay we will analyze five different games, each game in its own PEGI-value, except two games that share the limit of 18+ were we instead will try to uncover what differences in the two games that puts them on the same age limit. The games we will be investigating are “Pokemon Black Version”, “Megaman X: Command Missions”, “World of Warcraft Cataclysm”, “Call of Duty: Black Ops” and “Gears of War 2”, “Gears of War 2” and “Call of Duty: Black Ops” are the games which shares the age limit of 18+. With the help of our semiotic findings and various studies from researchers C A. Anderson, Jesper Juul and Clive Thompson we hope to be able to categorize the different types of violence in said games, according to the amount of violence, how intense it is, the amount of blood and death, how realistic the violence is and what kind of messages the different games contains and compare our findings to PEGI´s own guidelines.
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Recasting Narratives: Accessing Collective Memory of the Vietnam War in Modern Popular Media TextsWertsch, Tyler 01 May 2019 (has links)
No description available.
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Measurement of Game Immersion through Subjective ApproachChinta, Ruthvik January 2017 (has links)
Context. People in recent times are getting engaged more often in playing video games. Few play for enjoyment, few play for stress relaxation and so on. Generally, the degree of involvement of a player with the game is described as game immersion. People when immersed into playing a game doesn't realize that they are getting dissociated with the outside world and are losing track of time. Objectives. In this research, the main objective is to explore the relationship between the game immersion and game experience using the five factors of game immersion. In addition, the study also involves exploring different methods that can be used to measure game immersion. Methods. In this research, initially literature review has been conducted to explore the meaning of game immersion and also different methods that can be used to measure it and next user studies in the form an experiment was conducted to measure game immersion. After the experiment was conducted regression analysis was performed on the data obtained from the results to describe the relation between game immersion and game experience. Results. After the experiment participants were asked to answer the IEQ questionnaire and the answers obtained from the questionnaire are analyzed using regression analysis. An inverse linear regression was observed between game immersion and game experience. Conclusions. After analyzing the data, from the observed inverse linear regression, it is concluded that game immersion levels decrease with the increase in the game experience.
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The Cinematisation of Computer and Console Games : Aesthetic and Commercial Convergence in the Film and Game IndustriesMajek, Dee January 2011 (has links)
This thesis examines the growing trend of cinematisation in computer and console games, where both visual styles and industrial practices are concerned. The ever-increasing runtime of cinematic cutscenes in games, and the stylization of game graphics in accordance with established film genres are of primary focus regarding the gaming industry's absorption and interpretation of cinematic visuals. Comparisons of film-game convergence are based on the proliferation of non-gameplay promotional trailers and their role in hype-generation; as well as game producer strategies of franchising, cross-promotion, and initial-sales business model. Comparison is thus accomplished with regards to a number of fundamental similarities in both industries' business and commercial tactics, as stemming from the risk and reward-based investment financing system prevalent in both industries. Finally, a selection of user and industry professional video responses to the aforementioned trends are examined, both for their value in counter-balancing the assumptions of success which often follow staggeringly high initial sales figures; and for their value in layering the depth of film-game convergence even further, as they respond to the recent, filmic trends in games using the very language of film.
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Answering the Call of Duty: Composition Pedagogy Problems, Multimodal Solutions, and Gaming LiteraciesKuechenmeister, Bobby James 21 June 2011 (has links)
No description available.
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Echoes of Invasion: Cultural Anxieties and Video GamesKeilen, Brian 17 July 2012 (has links)
No description available.
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