Terrorismo, guerra de ideas y videojuegosteoría y práctica

  1. Antonio César Moreno Cantano 1
  1. 1 Universidad Complutense de Madrid (España)
Journal:
Araucaria: Revista Iberoamericana de Filosofía, Política, Humanidades y Relaciones Internacionales
  1. Fernández Soldevilla, Gaizka (coord.)
  2. Mota Zurdo, David (coord.)
  3. Ríos Sierra, Jerónimo (coord.)
  4. Martín Álvarez, Alberto (coord.)

ISSN: 2340-2199 1575-6823

Year of publication: 2022

Issue Title: Monográfico I. Arte, cultura y terrorismo. Monográfico II. Internacionalismo, revolución y contrarrevolución durante la Guerra Fría en América Latina

Volume: 24

Issue: 50

Pages: 381-405

Type: Article

DOI: 10.12795/ARAUCARIA.2022.I50.16 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: Araucaria: Revista Iberoamericana de Filosofía, Política, Humanidades y Relaciones Internacionales

Abstract

In the digital era, video games have become a major propaganda tool, used for political purposes by state agents and different organisations, including extremist groups. Similarly, some titles have structured their narratives with an educational and awareness-raising purpose, denouncing the senselessness and violence of different terrorist groups. In this article, we will present a general theoretical framework on how video games have been used in the virtual war on terrorism, either in favour of or against it, either by means of special creations or through modifications of famous war games. Next, we will include a case study referring to Spain, analysing the representation in this video game format of the ETA problem or the 11-M jihadist attacks. As a preliminary result, we would like to highlight the importance of this interactive format today, whether from a propaganda, educational or informative point of view.

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