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Volumn 16, Issue 2, 2011, Pages 359-388

The geographical imaginations of video games: Diplomacy, civilization, america's army and grand theft auto IV

Author keywords

[No Author keywords available]

Indexed keywords

ARMED FORCES; CIVILIZATION; DIPLOMATIC RELATIONS; GEOPOLITICS; MAPPING; VIDEOGRAPHY;

EID: 79956353146     PISSN: 14650045     EISSN: 15573028     Source Type: Journal    
DOI: 10.1080/14650045.2010.538875     Document Type: Article
Times cited : (64)

References (140)
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    • For this project, I am not considering the physicality or sociality of playing video games, although both may have value for further study.
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    • Prof. K. J. Holsti introduced this game to myself, and generations of graduate students and colleagues, through an annual tournament, graciously hosted by himself.
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    • Compare the rules of Risk, the nearest competitor to Diplomacy, in which the territories are sometimes but not always countries, and the retention or capture of a territory during a turn is rewarded with a card. Thus, the randomness of the cards, which lead to additional armies, puts chance at the heart of the game.
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    • See Myers on the importance of Civilization in popular and gamer culture. According to its own press, the series has sold over six million units since its first iteration in 1991, and been listed as one of the top ten computer games by a number of sources over the past 19 years.
    • (1991)
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    • note 23
    • Galloway (note 23) p. 98.
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    • Critics argue that the ideological goal of victory is inevitably an American-style liberaldemocracy technocracy.
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    • Devane, B.1    Squire, K.D.2
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    • note 23
    • Galloway (note 23) p. 57.
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    • Note
    • Similar kind of analysis by Hansen of the Danish publication of the cartoons of the ProphetMohammed.
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    • America's Army, available at
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    • Target acquired: America's army and the video games industry
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    • Randy Nichols, 'Target Acquired: America's Army and the Video Games Industry', in N. B. Huntemann and M. T. Payne (eds.), Joystick Soldiers: The Politics of Play in Military Video Games (London: Routledge 2010) p. 40.
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    • Again, this is a topic of vigorous conversation on the AA forum. See, accessed 16 June
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    • (2010)
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    • note 41
    • Kumar (note 41) pp. 6-8.
    • Kumar1
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    • Training Recruits and Conditioning Youth: The Soft Power of Military Games
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    • (2010) Joystick Soldiers: The Politics of Play In Military Video Games , pp. 62
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    • The expansion to Battlefield 2 permits players to choose "Insurgent" as their character
    • This is not always true in other games, note 51
    • This is not always true in other games: The expansion to Battlefield 2 permits players to choose "Insurgent" as their character. Nieborg, 'Training Recruits' (note 51) p. 54.
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    • Nichols (note 47) p. 61.
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    • Interview with colinal casey wardynski
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    • Note
    • "The point is, its a joke. It is nothing serious about it, and it is a very fun way to spice up gameplay. I think AA staff should keep teabagging in the game. When your playing with friends, its more fun to teabag them when you kill them. It gives people a reason to fight- Teabag the fallen enemys. Go teabagging!"
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    • See 'Eliminate Teabagging' post (11 March 2008), available at, accessed 16 June
    • See 'Eliminate Teabagging' post (11 March 2008), available at http://forum.americasarmy.com/viewtopic.php?t=274969, accessed 16 June 2010.
    • (2010)
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    • note 41
    • Kumar (note 41)
    • Kumar1
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    • Power, note 3
    • Power (note 3) p. 281.
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    • War on terror: The militarising of public space and culture in the united states
    • Henry A. Giroux, 'War on Terror: The Militarising of Public Space and Culture in the United States', Third Text 18/4 (2004) p. 217.
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    • America's Army, note 58
    • Nieborg, America's Army (note 58) p. 6.
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    • note 14
    • Gieselmann (note 14) p. 3.
    • Gieselmann1
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    • White Thumbs, Black Bodies: Race, Violence and Neoliberal Fantasies in Grand Theft Auto: San Andreas
    • Paul Barrett, 'White Thumbs, Black Bodies: Race, Violence and Neoliberal Fantasies in Grand Theft Auto: San Andreas', The Review of Education, Pedagogy, and Cultural Studies 28/1 (2006) p. 109.
    • (2006) The Review of Education, Pedagogy, and Cultural Studies , vol.28 , Issue.1 , pp. 109
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    • Nichols (note 47) p. 41.
    • Nichols1
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    • note 62
    • Giroux (note 62) p. 217.
    • Giroux1
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    • Informing popular culture: The america's army game concept
    • M. David (ed.), San Francisco: US Army and the Moves Institute, available at
    • E. Casey Wardynski, 'Informing Popular Culture: The America's Army Game Concept', in M. David (ed.), America's Army PC Game: Vision and Realization (San Francisco: US Army and the Moves Institute 2004) p. 7, available at http://www.movesinstitute.org/~zyda/pubs/YerbaBuenaAABooklet2004.pdf.
    • (2004) America's Army PC Game: Vision and Realization , pp. 7
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    • news.cnet.com, 1 Oct, available at
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    • Virtuous War, note 18
    • Der Derian, Virtuous War (note 18) pp. 1-10.
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    • America's Army, available at, accessed 16 June
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    • (2010) Recon
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    • note 23
    • Galloway (note 23) p. 79.
    • Galloway1
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    • Take-Two's grand theft auto 4 sales top $500 million
    • 8 May, available at
    • Paul, Franklin, 'Take-Two's Grand Theft Auto 4 Sales Top $500 Million', Reuters, 8 May 2008, available at http://www.reuters.com/article/hotStocksNews/idUSWNAS233520080507.
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    • DeVane and Squire (note 40) p. 264.
    • DeVane1    Squire2
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    • Note
    • A similar game, released in 2002 by the same studio Rockstar Games, pushed this conceit even further: State of Emergency's sandbox was a game world dominated by 'The Corporation' in which a rebel group 'Freedom' attempted to create anarchy. Within a mission structure that includespolitical assassination and drug dealing,
  • 105
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    • "The spirit of violent social upheaval seen in events like the Rodney King rebellion in Los Angeles [is transposed] into a participatory gaming environment."
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    • note 23
    • Galloway (note 23) p. 76.
    • Galloway1
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    • Note
    • This is a particular geopolitics of crime and punishment that maps well onto contemporary theorisation of "government through crime" and indeed the "war on terror."
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    • Choosing our wars, transforming governance: Cancer, crime and terror
    • L. Amoore and M deGoede (eds.) London: Routledge
    • Jonathan Simon, 'Choosing our Wars, Transforming Governance: Cancer, Crime and Terror', in L. Amoore and M deGoede (eds.), Risk and the War on Terror (London: Routledge 2008).
    • (2008) Risk and The War on Terror
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    • Barrett (note 66) p. 95.
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.