Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

War Video Games: Edu-communicative Platforms to Develop Critical Thinking against War?

Published: 03 December 2020 Publication History

Abstract

War video games recreate war situations with great realism, favoring the immersion of users and making them participants of the sufferings derived from war. While some of them help the players to understand the war, appealing to the hyper-realistic simulation, others are entertainment artifacts that banalize it. This research seeks to determine the edu-communicative potential of war video games, understood as the ability to drive critical thinking towards war. To do this, we adopt a qualitative methodology based on the study of 10 cases, using the WarVG-A (War video game evaluation) instrument to perform the content analysis, based on six dimensions (cognitive, personal-attitudinal, ethical, logical, argumentative, and expressive-communicative) with different indicators and categories. The results of the analysis indicate that these primary games terrorist tactics and historical adaptation, addressing war from a critical approach. Most evidence ethical dilemmas such as child soldiers, the economics of war (arms sales and conflict perpetuation). Economic and geo-political interests are the engines that drive wars, considered inevitable to defend themselves. The stereotypes that abound are gender and ethnic warmongers represented by photorealistic and cinematographic aesthetics. Only four of the selected playful artifacts can identify tools capable of driving critical thinking, inviting players to reflect on war from a more realistic position and emotionally involving them. However, the explicit representation of violence limits its use in school contexts.

References

[1]
S. Alhabash and K. Wise. 2015. Playing their game: Changing stereotypes of Palestinians and Israelis through videogame play. New Media Soc. 17, 8 (2015), 1358--1376.
[2]
R. Andreoli, A. Corolla, A. Faggiano, D. Malandrino, D. Pirozzi, M. Ranaldi, and V. Scarano. 2018. A framework to design, develop, and evaluate immersive and collaborative serious games in cultural heritage. J. Comput. Cult. Herit. 11, 1 (2018).
[3]
D. Arsenault. 2009. Video game genre, evolution and innovation. Eludamos. J. Comput. Game Cult. 3, 2 (2009), 149--176.
[4]
H. Berents and B. Keogh. 2014. Pixels and people: Videogames, warfare, and the missing everyday. E-Int. Rel. Retrieved from https://bit.ly/2C9AG3J.
[5]
N. Boukhelifa, M. Bryant, N. Bulatović, I. Čukić, J. D. Fekete, M. Knežević, and C. Thiel. 2018. The CENDARI infrastructure. J. Comput. Cult. Heri. 11, 2 (2018).
[6]
M. C. Burgess, K. E. Dill, S. P. Stermer, S. R. Burgess, and B. P. Brown. 2011. Playing with prejudice: The prevalence and consequences of racial stereotypes in video games. Media Psychol. 14, 3 (2011), 289--311.
[7]
T. Cornell and T. B. Allen. (Eds.). 2002. War and Games (Vol. 3). Boydell Press, Rochester, NY.
[8]
J. M. Cuenca and M. J. Martín. 2010. Virtual games in social science education. Comput. Educ. 55, 3 (2010), 1336--1345.
[9]
D. Del Corno. 2002. Games and war in ancient Greece. In War and Games, T. Cornell and T. B. Allen (Eds.). Boydell Press, Rochester, NY, 17--28.
[10]
M. E. Del Moral, L. Villalustre, R. Yuste, and G. Esnaola. 2012. Evaluación y diseño de videojuegos: Generando objetos de aprendizaje en comunidades de práctica. [Evaluation and design of video games: generating learning objects in communities of practice]. Rev. Educ. Dist. 33 (2012). Retrieved from http://www.um.es/ead/red/33/.
[11]
N. Dyer-Witheford and G. De Peuter. 2009. Games of Empire: Global Capitalism and Video Games. University of Minnesota Press, Minneapolis.
[12]
R. H. Ennis. 1985. A logical basis for measuring critical thinking skills. Educ. Lead. 43, 2 (1985), 44--48.
[13]
C. R. Engelhardt, B. D. Bartholow, G. T. Kerr, and B. J. Bushman. 2011. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure. J. Exper. Soc. Psychol. 47, 5 (2011), 1033--1036.
[14]
A. L. George and A. Bennett. 2005. Case Studies and Theory Development in the Social Sciences. The MIT Press, Cambridge MA.
[15]
T. J. Gordon. 1994. The Delphi method. Fut. Res. Methodol. 2, 3 (1994), 1--30.
[16]
T. Harper. 2010. The Art of War: Fighting Games, Performativity, and Social Game Play. Ph.D. Dissertation. Ohio University. Retrieved from https://etd.ohiolink.edu/.
[17]
E. Holdijk. 2016. Playing the Great War: Getting Historians Involved in Video Games. Ph.D. Dissertation. The University of Victoria, Canada.
[18]
H. Jenkins. 2013. The war between effects and meaning: Rethinking the video game violence debate. In Digital Generations. Children, Young People, and the New Media, D. Buckingham and R. Willett (Eds.). Routledge, New York, NY, (31--44).
[19]
M. W. Kapell and A. B. Elliott (Eds.). 2013. Playing with the Past: Digital Games and the Simulation of History. Bloomsbury Publishing, New York, NY.
[20]
E. Kingsepp. 2007. Fighting hyperreality with hyperreality: History and death in World War II digital games. Games Cult. 2, 4 (2007), 366--375.
[21]
M. Macedonia. 2002. Games soldiers play. IEEE Spectrum 39, 3 (2002), 32--37.
[22]
D. Machin and U. Suleiman. 2006. Arab and American computer war games: The influence of a global technology on discourse. Crit. Discour. Stud. 3, 1 (2006), 1--22.
[23]
C. Mead. 2013. War Play: Video Games and the Future of Armed Conflict. Houghton Mifflin Harcourt, New York, NY.
[24]
N. Morwood. 2014. War crimes, cognitive dissonance and the abject: An analysis of the anti-war wargame spec ops: The line. Demo. Commun. 26, 2 (2014), 107--121.
[25]
B. Muros, Y. Aragón, and A. Bustos. 2013. Youth's usage of leisure time with video games and social networks. Comunicar 40 (2013), 31--39.
[26]
R. Ottosen. 2009. The military-industrial complex revisited: Computer games as war propaganda. Telev. New Media 10, 1 (2009), 122--125.
[27]
R. Ottosen. 2017. Video games as war propaganda: Can peace journalism offer an alternative approach? In Peace Journalism in Times of War: Volume 13: Peace and Policy, S. Dente and M. Tehranian (Eds.). Routledge, New York, NY, (93--110).
[28]
R. Paul and L. Elder. 2007. A guide for educators to critical thinking competency standards: Standards, principles, performance indicators, and outcomes with a critical thinking master rubric. The Foundation for Critical Thinking. Rowman 8 Littlefield Publishers, CA. Retrieved from https://bit.ly/33C9qaB.
[29]
PEGI. 2003. The PEGI organisation. Retrieved from https://pegi.info/es.
[30]
A. Phillips. 2018. Shooting to kill: Headshots, twitch reflexes, and the mechropolitics of video games. Games Cult. 13, 2 (2018), 136--152.
[31]
L. Polman. 2010. War Games: The Story of Aid and War in Modern Times. Penguin, London, UK.
[32]
M. Power. 2007. Digitized virtuosity: Video war games and post-9/11 cyber-deterrence. Secur. Dial. 38, 2 (2007), 271--288.
[33]
D. Ramsay. 2015. American Media and the Memory of World War II. Routledge, New York, NY.
[34]
N. Robinson. 2012. Video games, persuasion and the war on terror: Escaping or embedding the military-entertainment complex? Polit. Stud. 60, 3 (2012), 504--522.
[35]
N. Robinson. 2016. Militarism and opposition in the living room: The case of military videogames. Crit. Stud. Secur. 4, 3 (2016), 255--275.
[36]
N. Robinson and M. Schulzke. 2016. Visualizing war? towards a visual analysis of videogames and social media. Persp. Polit. 14, 4 (2016), 995--1010.
[37]
J. Rookwood and C. Palmer. 2011. Invasion games in war‐torn nations: Can football help to build peace? Socc. Soc. 12, 2 (2011), 184--200.
[38]
D. Saber and N. Webber. 2017. This is our call of duty: Hegemony, history and resistant videogames in the Middle East. Media, Cult. Soc. 39, 1 (2017), 77--93.
[39]
P. Sabin. 2012. Simulating War: Studying Conflict Through Simulation Games. Bloomsbury Publishing, New York, NY.
[40]
M. Sicart. 2009. The Ethics of Computer Games. The Massachusetts Institute of Technology Press, Cambridge, MA.
[41]
V. Šisler. 2008. Digital Arabs: Representation in video games. Eur. J. Cult. Stud. 11, 2 (2008), 203--220.
[42]
L. Sjoberg and S. Via. 2010. Gender, war, and militarism: Feminist perspectives. Praeger/ABC-Clio, Santa Barbara, CA, 231--237.
[43]
W. R. Watson, C. J. Mong, and C. A. Harris. 2011. A case study of the in-class use of a video game for teaching high school history. Comput. Educ. 56, 2 (2011), 466--474.

Cited By

View all
  • (2024) Play for Ukraine : wargaming as a resistance pleasure Culture, Theory and Critique10.1080/14735784.2024.237981464:1-2(179-195)Online publication date: 19-Sep-2024
  • (2023)Games as Inherent Learning Environments: A Thematic Analysis in IndiaDesign in the Era of Industry 4.0, Volume 310.1007/978-981-99-0428-0_65(799-811)Online publication date: 25-Jul-2023
  • (2022)Oportunidades de los videojuegos bélicos para activar el pensamiento crítico: opiniones de los jugadoresRevista Colombiana de Educación10.17227/rce.num85-12561(165-192)Online publication date: 1-May-2022
  • Show More Cited By

Index Terms

  1. War Video Games: Edu-communicative Platforms to Develop Critical Thinking against War?

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image Journal on Computing and Cultural Heritage
    Journal on Computing and Cultural Heritage   Volume 13, Issue 4
    Special Issue on Culture Games and Regular Papers
    December 2020
    208 pages
    ISSN:1556-4673
    EISSN:1556-4711
    DOI:10.1145/3441387
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 03 December 2020
    Accepted: 01 May 2020
    Revised: 01 April 2020
    Received: 01 December 2019
    Published in JOCCH Volume 13, Issue 4

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Assessment
    2. Critical thinking
    3. Edu-communication
    4. War video games

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)119
    • Downloads (Last 6 weeks)10
    Reflects downloads up to 10 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024) Play for Ukraine : wargaming as a resistance pleasure Culture, Theory and Critique10.1080/14735784.2024.237981464:1-2(179-195)Online publication date: 19-Sep-2024
    • (2023)Games as Inherent Learning Environments: A Thematic Analysis in IndiaDesign in the Era of Industry 4.0, Volume 310.1007/978-981-99-0428-0_65(799-811)Online publication date: 25-Jul-2023
    • (2022)Oportunidades de los videojuegos bélicos para activar el pensamiento crítico: opiniones de los jugadoresRevista Colombiana de Educación10.17227/rce.num85-12561(165-192)Online publication date: 1-May-2022
    • (2020)Introduction to the Special Issue on “Culture Games”Journal on Computing and Cultural Heritage 10.1145/342908513:4(1-3)Online publication date: 3-Dec-2020

    View Options

    Get Access

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media