Monday, May 16, 2016

Lvl 14: Revised

Works Cited
Infinity Ward. Call of Duty 4: Modern Warfare. Activision, 2007. Xbox 360.
Call of Duty 4: Modern Warfare is a 2007 first-person shooter video game developed by Infinity Ward and published by Activision. The story takes place in the year 2011, where a radical leader has executed the president of an unnamed country in the Middle East, and an ultranationalist movement starts a civil war in Russia, and is seen through the perspective of a US Marine and a British SAS commando. The game is filled with extreme counterterrorist and orientalist views and overwhelming patriotic messages. Most evidence used from this game will be found in the storyline. The franchise is often taken as an example for how video games could affect our lives by professors and other academics. I will be using this game to show how video games can produce unnecessary extreme responses to terrorism and can be an inaccurate portrayal of war.
Treyarch. Call of Duty: World at War. Activision, 2008. Xbox 360.
Call of Duty: World at War is a 2008 first-person shooter video game developed by Treyarch and published by Activision.The narrative focuses on the Pacific Theater and Eastern Front theaters of World War II, and is told from the perspective of members of the US military. Just like other games in the franchise it is filled with romanticized ideas of war and overwhelming patriotic values. Most evidence I will be using from the game is from the storyline and images from the in-game background. The franchise is often taken as an example for how video games could affect our lives by professors and other academics. I will be using this game to show how video games portray war, specifically WWII.
Schulzke, Marcus. "The Virtual War On Terror: Counterterrorism Narratives In Video
Games." New Political Science 35.4 (2013): 586-603. Academic Search Complete.
Web. 10 May 2016.
"The Virtual War on Terror: Counterterrorism Narratives in Video Games" is written by Marcus Schulzke, who is a professor at the State University of New York at Albany, USA, and specializes in security studies and applied ethics.. The article talks about despite no real evidence saying that games lead to violence, counterterrorism games exaggerate terrorist threats and justify more extreme state responses to terrorism. Most evidence found in the article is from the game Call of Duty: Modern Warfare, particularly in the storyline and how certain characters are portrayed. The article is written in the New Political Science magazine and is intended for those interested in Political Science. This article is used to present the argument of how video games may not accurately present real life situations and instead make them more extreme.
Gabbiadini, Alessandro, et al. "Acting Like A Tough Guy: Violent-Sexist Video Games,
Identification With Game Characters, Masculine Beliefs, & Empathy For Female
Violence Victims." Plos ONE 11.4 (2016): 1-14.Academic Search Complete. Web. 10
May 2016.
"Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims." is written by multiple authors who are all professors in well-known universities in different countries, the main author being Alessandro Gabbiadini, a professor from the University of Milano and specializes in human-computer interaction, computer and society, and media psychology. It focuses on how exposure to sexist video games can decrease empathy for female violence victims, and increase enforcement of masculine beliefs. The evidence is based on an experiment where participants were randomly assigned to play games with different levels of sexism and violence in it. The article is written for those with feminist beliefs and for people who make games or play games. The article proves that video games do have effect on how women are treated.
RAMSAY, DEBRA. "Brutal Games: Call Of Duty And The Cultural Narrative Of World
War II." Cinema Journal 54.2 (2015): 94-113. Academic Search Complete. Web. 10
May 2016.
"Brutal Games: Call of Duty and the Cultural Narrative of World War II." is written by Debra Ramsay, who is affiliated with the University of Nottingham and University of Leicester. It focuses on how WWII is portrayed in video games, and how it can expose aspects of warfare obscured by other representations in media. The article focuses on FPS games like Call of Duty: World of War. This article is written in the Cinema Journal and intended for general audiences interested in history and portrayal of war in video games. This game is positive evidence of more accurate portrayals of war in video games.
Mantello, Peter. "Legitimacy And The Virtual Battlefield: Putting The First-Person
Shooter On The Witness Stand." Australian Journal Of International Affairs 67.5
(2013): 638-658. Academic Search Complete. Web. 10 May 2016.
"Legitimacy and the virtual battlefield: putting the first-person shooter on the witness stand. " is written by Peter Mantello, an expert on International Affairs, particularly on war. It focuses on how video games are used by military experts and how it affects international relations. The audience appeals to those in charge of international affairs, and general audiences interested in video games or war related topics. This could be used to prove that video games do make an impact in our lives.
Weaver, Andrew J., and Lewis, Nicky. "Mirrored Morality: An Exploration Of Moral
Choice In Video Games." Cyberpsychology, Behavior & Social Networking 15.11
(2012): 610-614. Academic Search Complete. Web. 12 May 2016.
The article is written by Andrew J. Weaver and Nicky Lewis, who are professors at Indiana University Bloomington and University of Miami, respectively.This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games, and showed that the majority of players made moral decisions and behaved toward the NPCs they encountered as if these were actual interpersonal interactions. The study also found that behaving in antisocial ways did increase guilt, but had no impact on enjoyment. The article focused on Fallout 3, a game created by Bethesda, and found evidence through the responses by participants of the experiment. The article is targeted towards game makers and those interested about the effects of videogames on human thinking. I will be using this article to show how video games, though sometimes may not be accurate portrayals of our world, can still be used to show how humans make decisions and choices in a real life situation.
Mead, Corey. War Play: Video Games and the Future of Armed Conflict. Eamon
Dolan/Houghton Mifflin Harcourt, 2013. ANTPAC. Print. 12 May 2016.
The book talks about how the military is using video game technology to train soldiers, treat veterans, and entice new recruits. The book focuses on the methods of the military through the past years as evidence. The target audience seems to be people interested in the military and also in the effects of videogames. I will be using this to prove that videogames are closely related to our lives and can be used for many other purposes.
Halter, Ed. From Sun Tsu to Xbox: War and Video Games. PublicAffairs, 2016.
ANTPAC. Print. 12 May 2016.
Ed Halter is a critic and curator from NYC and his book is used in many research regarding the link between videogames and military conflicts. The book focuses on how military cultures and evolution of games have been closely linked. Evidence is found through the relations of old games like Go and how they are similar to video games of today. The target audience seems to be people interested in videogames and its relation to military conflicts. I will be using this to prove that people have been playing games since the beginning and it is an important part of human life.

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Bender, Stuart Marshall. "Blood Splats and Bodily Collapse: Reported Realism and the
Perception of Violence in Combat Films and Video Games." Projections: The Journal for
Movies and Mind 8.2 (2014): 1-25. ProQuest. Web. 12 May 2016.
CHRISTESEN, PAUL, and DOMINIC MACHADO. “Video Games and Classical Antiquity”.
The Classical World 104.1 (2010): 107–110. Web. 12 May 2016.
Collier, Joel E., Pearson Liddell, and Gloria J. Liddell. “Exposure of Violent Video Games to
Children and Public Policy Implications”. Journal of Public Policy & Marketing 27.1
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Kaplan, Sidney, and Shirley Kaplan. “A Research Note Video Games, Sex, and Sex
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Suellentrop, Chris. “Playing with Our Minds”. The Wilson Quarterly (1976-) 30.3 (2006): 14–21.
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McGonigal, Jane. “Reality Is Broken: Why Games Make Us Better and How They Can Change
the World.” Penguin Books, 2011. Web. 12 May 2016
Plank-Blasko, Dana. "'From Russia With Fun!': Tetris, Korobeiniki And The Ludic Soviet."
Soundtrack 8.1/2 (2015): 7-24. Academic Search Complete. Web. 12 May 2016.
Schulzke, Marcus. "Simulating Terrorism And Insurgency: Video Games In The War Of Ideas."
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Complete. Web. 12 May 2016.

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