Abstract
This paper uses the military propaganda game America's Army to understand how computer game maps can be used to serve a rhetorical purpose. I argue that the game maps speak primarily through omissions, simplifications and differentiating features that highlight the relationship between similar games, rather than the relation between game and reality. Through a study of user-generated maps, I
conclude that the rhetoric of America's Army can be identified also in the players' own creations, indicating some degree of success for the propaganda purpose of the game.
conclude that the rhetoric of America's Army can be identified also in the players' own creations, indicating some degree of success for the propaganda purpose of the game.
Originalsprog | Engelsk |
---|---|
Tidsskrift | Novoe Literaturnoe Obozrenie |
Udgave nummer | 158 |
Sider (fra-til) | 267-282 |
ISSN | 0869-6365 |
Status | Udgivet - 2019 |
Emneord
- Game Maps
- Rhetoric
- America's Army
- User-Generated Content