dc.contributor.author | Pötzsch, Holger | |
dc.date.accessioned | 2017-03-22T11:54:22Z | |
dc.date.available | 2017-03-22T11:54:22Z | |
dc.date.issued | 2015-07-31 | |
dc.description.abstract | The present article develops the concept of selective realism to understand how design features and narrative frames of first- and third-person shooters (F/TPS) exclude attention to salient, yet unpleasant, features of warfare such as problematic forms of violence, long-term psychological impacts, or socio-political blowbacks. Identifying four specific filters that frame player experiences, I argue that the resulting selectivity is significant because it is characteristic of the F/TPS genre as a whole that, through its wide dissemination, impacts upon the cultural framing of actual warfare. The article illustrates features of selective realism, before it conducts in-depth analysis of the titles Spec Ops: The Line and The Last of Us to show how critical game design can invite a conscious unraveling of the generic frames and the ideological positions these invite. The article concludes with a reassessment of arguments regarding alleged socio-political impacts of war- and violence-themed computer games. | en_US |
dc.description | Manuscript. Published version available in <a href=http://dx.doi.org/10.1177/1555412015587802>Games and Culture 2017, Vol. 12(2) 156-178, doi 10.1177/1555412015587802</a> | en_US |
dc.identifier.citation | Pötzsch, Holger. Selective Realism: Filtering Experiences of War and Violence in First- and Third-Person Shooters.Games and Culture 2017, Vol. 12(2) 156-178, doi 10.1177/1555412015587802</a> | en_US |
dc.identifier.cristinID | FRIDAID 1239272 | |
dc.identifier.doi | 10.1177/1555412015587802 | |
dc.identifier.issn | 1555-4139 | |
dc.identifier.issn | 1555-4120 | |
dc.identifier.uri | https://hdl.handle.net/10037/10829 | |
dc.language.iso | eng | en_US |
dc.publisher | SAGE Publications | en_US |
dc.relation.projectID | Universitetet i Tromsø: 402237 | en_US |
dc.rights.accessRights | openAccess | en_US |
dc.subject | VDP::Samfunnsvitenskap: 200::Psykologi: 260 | en_US |
dc.subject | first-person shooter | en_US |
dc.subject | third-person shooter | en_US |
dc.subject | war games | en_US |
dc.subject | selective realism | en_US |
dc.subject | frames of war | en_US |
dc.subject | Spec Ops: The Line | en_US |
dc.subject | The Last of Us | en_US |
dc.subject | critical game design | en_US |
dc.subject | VDP::Social science: 200::Psychology: 260 | en_US |
dc.title | Selective Realism: Filtering Experiences of War and Violence in First- and Third-Person Shooters | en_US |
dc.type | Journal article | en_US |
dc.type | Tidsskriftartikkel | en_US |
dc.type | Peer reviewed | en_US |