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War Games

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Submitted By matalino181
Words 6876
Pages 28
War is fundamentally a cultural phenomenon. It is profoundly entangled with shared meanings and understandings, stories both old and new, and the evolution of the same. These stories and meanings concern how war is defined, what it means to be at war, how enemies are to be identified and treated, how war itself is waged, and how one can know when war is finished – if it ever is. The shared meanings and narratives through which the culture of war is constructed are diverse: oral stories told and retold, myths and legends, historical accounts, and modern journalistic reports – and it’s important to note how the nature of those last has changed as our understanding of what qualifies as “journalism” has changed as well.

Video games are worth considering in this context, not only because of their pervasiveness but because of their narrative power. They share much in common with film: interaction with them is mediated by a monitor, and they almost always feature a narrative of some kind that drives the action on the screen. However, video games are also different from other forms of media in that they are simulations – they go beyond audio-visual narrative and into at least an attempt to approximate a particular kind of experience. Further, unlike movies and TV, a feature of the experience they offer is active participation. This isn’t to say that movies and TV are passive; they’ve been too often dismissed as such, when viewing those forms of media in fact often involves complex patterns of interpretation and meaning-making. However, the difference is still worth some attention.

I want to argue that this difference has particular implications for how we as a largely civilian population understand war and reproduce the meanings we attach to it. Further, I think that how our games tell stories about war reveals some powerful things about how storytelling in war has

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