Buch, Englisch, 132 Seiten, Format (B × H): 138 mm x 216 mm
Reihe: Routledge Studies in Conflict, Security and Technology
Propaganda, Espionage, and Interactive Entertainment
Buch, Englisch, 132 Seiten, Format (B × H): 138 mm x 216 mm
Reihe: Routledge Studies in Conflict, Security and Technology
ISBN: 978-1-041-11377-5
Verlag: Taylor & Francis Ltd
This book will explore how video games and adjacent tech have served the two main functions of information warfare: transmission of information and influence.
The video games industry is highly profitable, but there’s a sober side to it, separate from entertainment. Titles like Call of Duty and Battlefield might offer escapist fun on the digital battleground, but video games—as a technology—have a legitimate place in real-world modern warfare, particularly in information warfare. This monograph breaks down categories of usage side by side with well-documented efforts in disinformation, misinformation, malign narratives, and cognitive warfare that have paved the way for digital warriors to bend public perception against a country, conflict, legislation, or politician. By analyzing the functions of training, propaganda, communication, surveillance, and intelligence sharing, the work reveals the profound impact that video games have on today’s battlefield.
This book will be of much interest to students of information warfare, disinformation, video games, and security studies, as well as professionals in related fields.
Zielgruppe
Postgraduate, Professional Reference, and Undergraduate Advanced
Autoren/Hrsg.
Fachgebiete
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Populärkultur
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Kommunikation & Medien in der Politik
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Freizeitsoziologie, Konsumsoziologie, Alltagssoziologie, Populärkultur
- Geisteswissenschaften Geschichtswissenschaft Geschichtliche Themen Militärgeschichte
- Sozialwissenschaften Politikwissenschaft Politische Kultur Politische Propaganda & Kampagnen, Politik & Medien
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Sozialwissenschaften Politikwissenschaft Militärwesen Nationale und Internationale Sicherheits- und Verteidigungspolitik
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
Weitere Infos & Material
Chapter 1: Militainment, Participative War, and Mediatization Chapter 2: Historical Usage of Video Games in Warfare Chapter 3: Information Warfare Part I (Transmission of Information) Chapter 4: Information Warfare (Influence of Information) Chapter 5: Categories of Influence Chapter 6: Why Video Games? Chapter 7: Future Concerns in Video Games and Information Warfare




