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dc.contributor.authorRamsay, Debra
dc.date.accessioned2016-03-01T10:28:59Z
dc.date.issued2015
dc.description.abstractWorld War II is the conflict that features most in first-person shooter (FPS) video games, but despite the rapid growth of this sector of the entertainment industry, the way in which the war is recalibrated in this format has been at best ignored, at worst dismissed. Concentrating particularly on Call of Duty: World at War (Activision, 2008), this article establishes how the FPS distills war into its most basic components—space and weaponry—and considers the possibility that the FPS exposes aspects of warfare that have been obscured in representations of World War II in other media.en_GB
dc.identifier.citationVol. 54, pp. 94 - 113en_GB
dc.identifier.doi10.1353/cj.2015.0015
dc.identifier.urihttp://hdl.handle.net/10871/20296
dc.language.isoenen_GB
dc.publisherUniversity of Texas Pressen_GB
dc.relation.urlhttp://muse.jhu.edu/journals/cinema_journal/v054/54.2.ramsay.htmlen_GB
dc.titleBrutal games: Call of Duty and the cultural narrative of World War IIen_GB
dc.typeArticleen_GB
dc.date.available2016-03-01T10:28:59Z
dc.identifier.issn0009-7101
dc.descriptionPublisheden_GB
dc.description"This is a pre-copyedited version of an article accepted for publication in Cinema Journal following peer review. The definitive publisher-authenticated version is available through the University of Texas Press."en_GB
dc.identifier.journalCinema Journalen_GB


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