In the last decades, various scholars began to address the issue of the so-called gamification of warfare. Contemporary wars, according to this perspective, visually resemble the structure and the aesthetics of videogames (as the vast debates around the use of drones seems to demonstrate). Videogame has always been a crucial medium in the symbolic and visual economy of contemporary warfare and this process became even more apparent after 9/11, within the so-called War on Terror. The essay will analyze the role played by videogames in this con text following two different but intersecting path. On the one hand, it will be argued that videogame played an important role in the process of legitimization of Bush’s war, both in term of recruitment and of collective imaginary. On the other hand, the essay will show how jihadist organizations promoted a reappropriation of this medium in various and still widely unexplored ways

(2025). The Gamification of Terror: The Imaginary of Videogames from the War on Terror to the Islamic State . Retrieved from https://hdl.handle.net/10446/306765

The Gamification of Terror: The Imaginary of Videogames from the War on Terror to the Islamic State

Previtali, Giuseppe
2025-01-01

Abstract

In the last decades, various scholars began to address the issue of the so-called gamification of warfare. Contemporary wars, according to this perspective, visually resemble the structure and the aesthetics of videogames (as the vast debates around the use of drones seems to demonstrate). Videogame has always been a crucial medium in the symbolic and visual economy of contemporary warfare and this process became even more apparent after 9/11, within the so-called War on Terror. The essay will analyze the role played by videogames in this con text following two different but intersecting path. On the one hand, it will be argued that videogame played an important role in the process of legitimization of Bush’s war, both in term of recruitment and of collective imaginary. On the other hand, the essay will show how jihadist organizations promoted a reappropriation of this medium in various and still widely unexplored ways
scientifica
Inglese
2025
New Approaches to Transcodification. Literature, Arts, and Media
Fusillo, Massimo; Legge, Doriana; Lino, Mirko; Petricola, Mattia; Rossini, Gianluigi
cartaceo
online
9783111624051
9783111636122
7
317
325
Germany
Berlino
De Gruyter
esperti anonimi
Settore PEMM-01/B - Cinema, fotografia, radio, televisione e media digitali
Islamic State; terrorism; visual culture; videogames
Versione cartacea ad accesso chiuso; versione digitale accesso aperto come indicato sia sul pdf, sia sulla home del volume dal sito dell'editore eBook ISBN: 9783111636122 Hardcover ISBN: 9783111624051
info:eu-repo/semantics/bookPart
(2025). The Gamification of Terror: The Imaginary of Videogames from the War on Terror to the Islamic State . Retrieved from https://hdl.handle.net/10446/306765
open
1.2 Contributi in volume - Book chapters::1.2.01 Contributi in volume (Capitoli o Saggi) - Book Chapters/Essays
Non definito
Previtali, Giuseppe
1
268
File allegato/i alla scheda:
File Dimensione del file Formato  
The Gamification of Terror.pdf

accesso aperto

Versione: publisher's version - versione editoriale
Licenza: Creative commons
Dimensione del file 538.13 kB
Formato Adobe PDF
538.13 kB Adobe PDF Visualizza/Apri
Pubblicazioni consigliate

Aisberg ©2008 Servizi bibliotecari, Università degli studi di Bergamo | Terms of use/Condizioni di utilizzo

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10446/306765
Citazioni
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact