dc.contributor.author | Ramsay, Debra | |
dc.date.accessioned | 2016-03-01T10:28:59Z | |
dc.date.issued | 2015 | |
dc.description.abstract | World 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.citation | Vol. 54, pp. 94 - 113 | en_GB |
dc.identifier.doi | 10.1353/cj.2015.0015 | |
dc.identifier.uri | http://hdl.handle.net/10871/20296 | |
dc.language.iso | en | en_GB |
dc.publisher | University of Texas Press | en_GB |
dc.relation.url | http://muse.jhu.edu/journals/cinema_journal/v054/54.2.ramsay.html | en_GB |
dc.title | Brutal games: Call of Duty and the cultural narrative of World War II | en_GB |
dc.type | Article | en_GB |
dc.date.available | 2016-03-01T10:28:59Z | |
dc.identifier.issn | 0009-7101 | |
dc.description | Published | en_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.journal | Cinema Journal | en_GB |