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L'histoire bégaie au Mozambique: armes françaises, mainmise de Total et guérilla
In: Damoclès: la lettre de l'Observatoire des Armements, Heft 3/4, S. 1-3
ISSN: 0296-1199
World Affairs Online
20 ans d'inertie parlementaire: contrôle des transferts d'armes
In: Damoclès: la lettre de l'Observatoire des Armements, Heft 2, S. 3-6
ISSN: 0296-1199
World Affairs Online
Quand la France transfère des armes à des pays sous embargo
In: Damoclès: la lettre de l'Observatoire des Armements, Heft 1/150, S. 3-5
ISSN: 0296-1199
World Affairs Online
Rückkehr zum Krieg gegen die Achse des Bösen?
In: Friedens-Forum: Zeitschrift der Friedensbewegung, Band 26, Heft 4, S. 33-34
ISSN: 0939-8058
Transferts d'armes: quel contrôle?
In: Damoclès: la lettre de l'Observatoire des Armements, Heft 4/141, S. 1-7
ISSN: 0296-1199
World Affairs Online
L'armée est-elle faite pour la police?
In: Damoclès: la lettre de l'Observatoire des Armements, Heft 135, S. 4-6
ISSN: 0296-1199
World Affairs Online
L'armée face à son tournant sécuritaire: révision du livre blanc
In: Damoclès: la lettre de l'Observatoire des Armements, Heft 135, S. 1-4
ISSN: 0296-1199
World Affairs Online
Cyberwar : figures et paradoxes de la rhétorique des jeux vidéo de guerre
In: Revue des sciences sociales, Band 35, Heft 1, S. 104-111
ISSN: 2107-0385
Cyberwar : figures and paradoxes in the rhetoric of war video games.
Video games were born within the American military-industrial complex when the Cold War was at its height. The complex has also continuously expanded during periods of peace and has structured the games over a long-term timescale through aesthetic conventions and codes forging today's ultra-realistic games over a period of many years. This would not of course have happened if the commercial interests of the leisure industries and the army had not turned out to be convergent at the time when technological warfare and interactive mass entertainment came together. However, while this " new configuration of virtual power" as formulated by James Der Derian seems more powerful than ever, it is not devoid of paradoxes which are expressed through aesthetic choices, play mechanisms and ideologies filtered by the products. The representation of war itself inherent in the productions of the American militaryindustrial complex is set against a scene of total war that is more in accordance with game-oriented conventions. More broadly, in the face of the characteristic loss of meaning pertaining to the post-Cold War period, video games stage an artificial enemy who is diffuse and elusive, symbolised by the Other's face, and recycle contemporary ideologies to find a justification for his eradication.
Mettre fin aux "zones grises"
In: Damoclès: la lettre de l'Observatoire des Armements, Heft 1/122, S. 1-4
ISSN: 0296-1199
World Affairs Online