Cory Davis and Francois Colon’s Spec Ops: The Line (2012): CIA, Renegades, & Missing Civilians

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With the four anti-Terrorism games I wish to dissect here, there is the mission to liquidate terrorists to make a safer world (or in Spec Ops: The Line, to blot out an American force that is operating like a terror group in a political vacuum). That higher mission, however, is soon torn apart by the dependence on military agents to subdue terrorists whose anti-Western and pro-Islamist ideologies are not to be killed. For how does one kill an ideology cherished by millions on the ground, and whose belief is strengthened every time the death of an innocent Afghan or Iraqi civilian is witnessed? Rather than being preached at in an op-ed about our country’s failures and sins, or hearing it second hand, we take in the information from our own hands that pressed to shoot and our own eyes which saw the civilian sink fast. My analysis of the ideological ambiguity that strains inside these anti-terror video games is that they at first offer a U.S. Marine’s gung-ho vociferousness, a straining to accomplish the mission or what game theorists call achieving a “victory condition.” To understand that hunger to meet and defeat the enemy, we can travel with embedded reporters on real missions of engagement. One embedded reporter Tara Brown, for 60 Minutes Australia, records the thoughts of one American Marine in a Humvee on a 2006 search and destroy mission against the Taliban after dusk and then by day, where things were calm and suddenly violent. The Marine tells here: “They like the night, they like the moon, they like the mountaintops. … [During the day] they talk on the radios but they never wanna come out an’ play. Yeah. If I go somewhere an’ I’m gonna be away from my family, We need to play. … OH, Incoming. Yeah. OH, right there!” (qtd. in Brown 2006, min. 10:40-11:10). Video games of war have an appetite for destruction as this Marine’s, but then these four particular video games I address settle the player into a guilty morass. As Bogost, Ferrari, and Schweizer accurately observe, buttressed by articles from The Times of London, The Guardian, The Washington Post, and The New York Times, “terrorism cannot be attacked surgically, and violence begets more violence” (2010). However, the point is not to preach this to gamers but to let them experience it firsthand. I echo, then, what game theorist Miguel Sicart finds: that “the game has the ability to turn its player into a moral being, by stimulating ethical reasoning rather than telling players its message outright” (qtd. in Bogost et al. 2010).

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Kossuth and Solidarity
  • Apr 1, 2018
  • Slavonic and East European Review
  • Peter Sherwood

Slavonic and East European Review, 96, 2, 2018 MARGINALIA Kossuth and Solidarity PETER SHERWOOD Introduction Lajos Kossuth (1802–94), the leader and towering personality of the failed Hungarian War of Independence of 1848–49, first visited England en route to the United States in late 1851. In the three weeks between 23 October and 13 November 1851 he made speeches in English in Southampton, Winchester, London, Manchester and Birmingham, and was rapturously received not just as the embodiment of the Hungarians’ noble struggle for freedom, but as a hero of the free world and the enemy of tyrants.1 In spite of its relative brevity, this first visit already aroused enormous general interest in England: for example, it can hardly be an accident that Charles Dickens’s weekly Household Words ran a two-part history of Hungary in its issues dated 6 and 13 December 1851.2 Like every aspect of Kossuth’s career, this episode continues to attract the attention of historians and others, but what especially fascinated contemporaries about his public appearances — better termed performances — was the extraordinary nature of his English oratory. One reporter noted: ‘With a clear and mellow voice, and forceful energy, he began with an apology for his “bad English”, although his accent and Peter Sherwood is László Birinyi, Sr., Distinguished Professor Emeritus of Hungarian Language and Culture, University of North Carolina at Chapel Hill. 1 The political background relevant to Kossuth’s 1851 visit is outlined in, for example, Thomas Kabdebo, Diplomat in Exile: Francis Pulszky’s Political Activities in England, 1849–1860, Boulder CO, 1979, pp. 70–79. An older and sketchier account, but with extracts from his speeches, can be found in, for example, E. O. S. [Ernő Simonyi?], Hungary and its Revolutions from the Earliest Period to the Nineteenth Century. With a Memoir of Louis Kossuth, London, 1854 (reissued London, 1896), pp. 513–20. A recent article, with new material is Zsuzsanna Lada, ‘The Invention of a Hero: Lajos Kossuth in England (1851)’, European History Quarterly, 43, 1, 2013, pp. 5–26. 2 Issues 89 and 90, pp. 249–54 and pp. 281–85, respectively. KOSSUTH AND SOLIDARITY 311 command of the language were remarkably good.’3 The New York Times reported that even the correspondent of The Times (of London), a paper famously and fervently hostile to Kossuth, conceded: ‘His voice is clear and distinct, but rather deep and monotonous, like that of a man who has used it up in public speaking. His utterance is energetic, his accent wonderfully good, but he seems sometimes embarassed [sic] with too much words [sic], at a loss for any suitable to express his precise ideas.’4 A further report in the New York Times, headed ‘Kossuth in England — The London Times’, with the by-line ‘Correspondence of the New-York Daily Times’, adds: ‘His command of our language partakes, in a foreigner, of the wonderful.’5 The distinguished Hungarian historian Tibor Frank has written extensively about Kossuth’s language and uncovered previously little-known accounts of Kossuth’s performances in the USA.6 Yet, as the linguist Daniel Abondolo has pointed out, ‘[t]he myth that he achieved such wide recognition, i.e. extra Hungariam, through his use of language is […] somehow, and unfortunately, more engaging than the philologist’s still unanswered question: Just what was his English like?’7 László Országh’s note As sound recording was not available in Kossuth’s lifetime, to this question we are unlikely ever to have an entirely satisfactory answer.8 Nevertheless, such was the interest in Kossuth at this time — we can without exaggeration speak of a veritable Kossuth mania — that his speeches were widely published and indeed anthologized. However, there are problems with these publications, too: some speeches, perhaps inevitably, were condensed 3 P. C. Headley, The Life of Louis Kossuth, Governor of Hungary, including notices of the men and scenes of the Hungarian Revolution; to which is added an appendix containing his principal speeches, &c., Auburn NY, 1852, p. 234. 4 New York Times, 10 November 1851. 5 New York Times, 3 December 1851 6 Tibor Frank, ‘“Give Me Shakespeare”: Lajos Kossuth’s English as an Instrument of International...

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The Interactive Theater of Video Games: The Gamer as Playwright, Director, and Actor
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  • Comparative Drama
  • Daniel Homan + 1 more

In storytelling, films, and novels, is traditionally an observer, and by necessity a passive observer. In these media artists can often be seen as telling rather than sharing stories. To be sure, author provides space for a readers imaginative input, but you cannot change words. Both theater and, more recently, video games have been experimenting with, twisting, and turning on its head this traditional view of Unless you're Roger Ebert and believe that video games cannot and will never be art, video game designers, writers, and directors are starting to blur lines between interactive theater and games. (1) In recently released video game Gone Home, for example, is a young college student who returns home from Europe to find her parents missing and a note from her younger sister taped to front door. Reviewing game in The New York Times, Chris Suellentrop comments on work's gripping fiction, its closeness to literary realism. One of designers, Steve Gaynor, influenced by current hit Sleep No More, an interactive theater production to be examined later in this essay, observes that in Gone Home audience ... occupies same three-dimensional space as fictional inhabitants and that inside that space, players, like theatergoers, can choose where to focus their attention. Lucy Pebbles writing in The Observer speaks of game as if it were a video equivalent to audience's experience with Sleep No More: You piece together a sense of who everyone is and what happened through seemingly disconnected items and evidence hidden around house. And those connections are intentionally weak. It allows plot and conclusions to take place in mind of and not in action of game. For her, Gone Home takes gaming element away from screen, and into your head, making room for player/audience directly ... because they are alive to flexibility of choice and narrative. (2) We use video games and interactive theater here as reverse mirrors to raise larger aesthetic questions. Is this increased role for audience, whether offstage or at controls, ultimate goal, reality of both media? What happens to concept of plot or narrative when becomes a collaborator with playwright or with game designer? Is notion of author challenged, reduced, potentially rendered irrelevant with time, as audience's or player's control grows exponentially in these more recent experiments in theater and in video games? And is video game now a legitimate rival of, some would even go so far as to say successor to, legitimate theater which has been described, even dismissed as the fabulous invalid? (3) When filtering play through his or her own life experiences, needs, agenda, interests, preoccupations, spectator in theater has always been a player in loose sense of that word. But idea of spectator's having a direct role in action onstage or even a hand in plot, becoming a player in literal sense as it applies to interactive video games, is of more recent origin. The 1960s saw numerous productions that drew onstage, willingly or not, thereby blurring line between stage and house. As a result, performances were half scripted, half improv, latter coming into play when members joined actors onstage, their role ranging from nonverbal members of a crowd to new characters in ongoing story. Behind such experiments was principle of, even political need for, inclusivity, making spectator more than a passive receptor and challenging what innovators saw as stilted, even undemocratic theater of past. (4) An actor friend tells of a workshop performance in 1980s that offered a variation on such inclusion of audience. Those present were confronted with an actor dressed as Frankenstein's creature, standing motionless before them. …

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Some international crises – such as the Cuban Missile Crisis – receive widespread media coverage, while others are barely reported at all. Does this matter for the behavior of the dispute participants? Can widespread media coverage change the course of history? The authors’ goal is to assess how varying levels of coverage in elite news sources – The New York Times and The Times of London – influence the outcomes of international crises. Their analysis of over 300 dispute dyads indicates that, even after controlling for potential endogeneity and standard explanations of dispute outcomes, higher levels of media exposure make it more likely that targets of threats will escalate crises.

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  • Jul 15, 2011
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  • Benjamin Fraser

Drawing on the Greek concept of mētis provides a way of highlighting the unique spatial epistemology of the video game and establishing connections between game theorists and scholars working on issues of space/place in other fields. Addressing ‘the antagonist[ic] relationship’ between the humanities and the social sciences with regard to video game studies (Wolf and Perron 2009: 14; citing a personal e-mail from critic Jesper Juul), this article emphasizes the priority of a mobile knowledge of space as enacted in video gameplay, and subsequently establishes important connections with key ideas on knowledge and space from Lefebvrian philosophy and from the interdisciplinary field of spatial theory.

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