Armageddon Army

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Scholars are witnessing a dramatic confluence of faith, politics, and gaming. On the stage of this war theater, the players are indistinguishable, the simulations just one mission removed from real war. One is immersed in war as game, the other in war as eternal battle. The military has invested millions in developing games as strategic communications tools, hiring real soldiers and officers as consultants to ensure optimal realism in game play. Nowthat the harmonic convergence of faith, politics, and computer games has been graphically (and brutally) realized, specifically, made real in the dueling holy wars— ours and theirs (jihad)—what now? This article proposes a game modification of the god mode of the game, America’s Army, as a critical response to the reality ofwar and the use of computer games as military recruitment tools.

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Computer Games and Narrative Progression
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As one of the more visible manifestations of the boom in new media, computer games have attracted a great deal of attention, both from the popular press, and from academics. In the case of the former, much of this coverage has focussed on the perceived danger games pose to the young mind, whether that danger be physical (in terms of bodily atrophy due to inactivity) or social (in terms of anti-social and even violent behaviour, caused by exposure to specific types of content). The massacre at Columbine High School in the United States seems to have further fuelled these fears, with several stories focusing on the fact that the killers were both players of violent video games (Dickinson 1999; Hansen 1999). These concerns have also found their way into political circles, promoting a seemingly endless cycle of inquiries and reports (for example, see Durkin 1995; Durkin and Aisbett 1999). Academic discourse on the subject has, perhaps somewhat surprisingly, tended to adopt a similar line, tracing out a return to the dark days of media effects theory. This is especially true of those studies that focus on the psychological aspects of computer game usage. For example, Scott (1995) conducted a study specifically aimed at investigating "to what extent, if any, aggressive computer game playing would have on individuals of different personality composition, and in which particular aspects of aggressiveness this might be experienced" (Scott 1995, 122). Similarly, Ballard (1999) examined the relationship between gender and violent computer games arguing that the level of violence depicted in a game directly affects the interaction between players of different genders. Almost without exception, these studies come from the experimental tradition of media research, often employing laboratory experiments in order to test their hypotheses. As the problems with this methodology have been covered extensively elsewhere (for example, see Hall 1982; Murdock and Golding 1977; Lowery and DeFleur 1983) I will not go into detail here, except to point out that most experimental research underestimates the importance of physical context in media use. Other studies have attempted to approach the subject from a more qualitative perspective, often utilising theories derived from post-structuralism to examine the construction of identity in games. For example, Alloway and Gilbert (1998) explore relationship between computer games and notions of masculinity, arguing that simplistic notions of effects dramatically underestimate the sophistication of the readers. Similarly, Beavis (1998) argues that it is necessary to more fully explore the relationship between games players and games before engaging in debates about the social benefits or dangers of the medium. According to Beavis: Other studies have attempted to approach the subject from a more qualitative perspective, often utilising theories derived from post-structuralism to examine the construction of identity in games. For example, Alloway and Gilbert (1998) explore relationship between computer games and notions of masculinity, arguing that simplistic notions of effects dramatically underestimate the sophistication of the readers. Similarly, Beavis (1998) argues that it is necessary to more fully explore the relationship between games players and games before engaging in debates about the social benefits or dangers of the medium. According to Beavis: However, while arguments like that of Beavis clearly take the debate in another direction, in many cases the writers find themselves mired in the same ideological paradigm as the effects theorists. While stressing the need for a more nuanced conceptualisation of the game-player relationship, Beavis also implies that games are potentially destructive, stating that "young people need to be helped to critique and resist the subject positions and ideologies of video games" (Beavis, 1998). In response, the games industry itself has launched several attacks on the academic community, many of which, ironically, are framed in the kind of aggressive terminology the researchers are themselves concerned about. For example, Green argues, But for a group of academics to draw sweeping conclusions about an industry they are so obviously clueless about, based on a ludicrous, half-assed experiment that sounds like something out of a Simpsons episode, adds absolutely nothing to the discussion. (136) While it could be argued that Green's "from the hip" response itself adds little to the dialogue, it does serve to highlight one of the more surprising aspects of the computer games debate. As Green asserts, it is apparent that many of the scholars conducting research into computer games seem to know very little about the subject they are studying, a situation analogous to television researchers watching only cinematic films. Indeed, given the descriptions some researchers give of particular games, it is doubtful that they have actually played the game themselves, raising questions about the extent to which they are authorities in the area. This paper is, at least in part, aimed at rectifying this situation, by providing some broad commentary on the specific characteristics of the game medium. For the sake of convenience, I will be focussing mainly on games available on home consoles such as the Sony Playstation, and will restrict my argument to single-player games. Computer games are clearly a distinct form of media; while many are played through established technology like televisions and computers, there would seem to be something intrinsically different about their mode of address. This is primarily a function of their interactivity; unlike most forms of media, computer games respond to direct input from their audience. However, at the same time, games also display characteristics that are, at least superficially, similar to existing media forms. While games are often categorised according to the type of action required of the player (eg shooting, driving, puzzle-solving etc), they can also readily be categorised into the same genres used for other entertainment media such as films and video cassettes. Games can be based on sports, action, drama, comedy and even music, although admittedly the broad category of "simulation" game has no direct counterpart in film and video, except, perhaps philosophically, for documentary. Film and television genres are traditionally defined in terms of a set of key textual characteristics, with iconography, setting and narrative being perhaps the most obvious. Applying these notions to computer games it soon becomes clear why the generic classifications used for other media have been so easily adapted to the new medium. For example, the iconography of an action film like Face Off (explosions, guns, corpses etc) can all be found in an action game such as Syphon Filter. Similarly, the settings of horror films like I Know What You Did Last Summer (old houses, dark alleys etc) are all faithfully reproduced in horror games like Resident Evil. These correlations are true of most filmic genres and computer games, to such an extent that there is a growing trend in crossover production of "game of the film" (eg. Tomorrow Never Dies, Die Hard, Independence Day) and "film of the game" (Pokémon, Mortal Kombat) texts. 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American Justice and the First-Person Shooter
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The video- and computer-game industry generated a profit of US$6.35 billion in 2001, earnings greater than those of either Holly- wood films or pornography and, in the entertainment field, second only to those of the music industry. It is estimated that 60 per cent of all Americans regularly play computer or video games;142 per cent of them are women; the median age of gamers is twenty-eight.2 The pro- duction budgets for computer games now regularly run into the tens of millions of dollars, and the creation of a single game may involve a team of designers, actors, programmers, and musicians that rivals in size some film production crews. Despite the scale of this phenome- non, surprisingly little scholarship has been devoted to it. What scholarship there is can be divided into four basic categories: 1. History of Computer Gaming. Electronic games actually date back to 1958. In that year Willy Higginbottom, a technician who had designed circuits for the Manhattan Project, connected an ana- log computer to an oscilloscope and some buttons to create an electronic game of tennis. He did not patent the game. The first successful computer game was created three years later by a group of MIT technicians. Called Spacewar, it crudely simulated a spaceship shooting at enemies. It would eventually find its way into coin-operated arcade consoles. Computer games, then, are over forty years old, but it is only in the past twenty or so years that they have had any cultural profile. There has been lit- tle scholarly attempt to document their history, so most of the work in this category is being done by amateur enthusiasts.3 2. Taxonomy. Computer game enthusiasts and developers have been recognizing, defining, and naming computer game genres for the past ten years or so. "Gamers" (a term I will take to include not only enthusiasts but creators of computer games) ~~ Canadian Review of American Studies/Revue canadienne d'~~tudes am~~ricaines 34, no. 1, 2004now recognize such genres as real-time strategy games, role- playing games, simulation games, and first-person shooter games. Many of these genres have recognized sub-genres. For example, some real-time strategy games are called "god games" because they place the player in a position of detached omnipo- tence. Video games tend to be categorized not by narrative con- tent but by style of game play. A real-time strategy game, then, may be set in outer space, in contemporary Europe, or in medi- eval China; because, in each of these settings, the player controls squadrons of fighters and their military hardware from a detached, third-person perspective, they are all real-time strat- egy games. 3. Socio-psychological Studies. This is the largest category of com- puter-game studies. Sociologists, psychologists, women's stud- ies scholars, media scholars, and innumerable journalists have tried to discern the impact that video-game playing is having upon society. Most often, these studies are analyses of the effects of video-game violence or video-game gender representation on children.4 As early as 1982, the United States surgeon general, Dr. C. Everett Koop, publicly declared that "videogames were evil entities that produced 'aberrations in childhood behaviour'" (Poole 218), though he offered no evidence to support his posi- tion. These studies were given a special urgency after the Col- umbine massacre when it was revealed that the two young men who committed that crime were fans of the first-person shooter game DOOM. There was a Senate inquiry on the subject in the wake of that massacre. 4. Formalist Studies. These look at computer games as a new type of media experience and/or a new form of narrative. Much of this scholarship draws upon theories generated in film and televi- sion studies.5 The most prominent theorists working in it are, perhaps, Steven Poole, author of Trigger Happy, and Mark J.P. Wolf, editor of The Medium of the Video Game.

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Computer game had reached maturity in Taiwan,the market share of computer game would exceed NT dollars10,000 million and can be further increasing. Instead of entertainment platform, computer game is being regarded as mass media and a kind of emerging electronic platform. A lot of comprehensive applications are appearing within computer game due to the viscosity and clustered effect of game players is expected. This research proposed a knowledge placement framework enable game player reached various kinds of knowledge by experience related cognitive process which be represented in computer game via different manner. Based on Bloom classification mechanism, the learner would experience various cognitive processes, including: remember, understand,apply, analyze, evaluate and create, to receive related knowledge, such as factual, conceptual and procedural knowledge. According to problem solving theory, the proposed framework implements such bloom knowledge mechanism by tool, feedback and goal in computer game. Finally, a illustration certification training, CCNA networking management content design, is presented and further validation would be implement.

  • Research Article
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Digital Games Distribution: The Presence of the Past and the Future of Obsolescence
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  • M/C Journal
  • Christopher Luke Moore

Digital Games Distribution: The Presence of the Past and the Future of Obsolescence

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