Berger | Video Games and Information Warfare | Buch | 978-1-041-11377-5 | www.sack.de

Buch, Englisch, 152 Seiten, Format (B × H): 138 mm x 216 mm

Reihe: Routledge Studies in Conflict, Security and Technology

Berger

Video Games and Information Warfare

Propaganda, Espionage, and Interactive Entertainment
1. Auflage 2026
ISBN: 978-1-041-11377-5
Verlag: Taylor & Francis Ltd

Propaganda, Espionage, and Interactive Entertainment

Buch, Englisch, 152 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. The work 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 book 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.

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Zielgruppe


Postgraduate, Professional Reference, and Undergraduate Advanced


Autoren/Hrsg.


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


Ross Berger is an adjunct faculty member at the University of Southern California’s School of Cinematic Arts (Interactive Media & Games) and ArtCenter College of Design, LA, where he teaches courses on game writing and narrative design. He is the author of several academic publications, including Dramatic Storytelling & Narrative Design: A Writer’s Guide to Video Games and Transmedia (2nd edn, 2024), and has written video games for Microsoft (Xbox), Electronic Arts, Meta (Oculus Rift), and others.



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