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dc.date.accessioned2018-07-27T16:15:36Z
dc.date.available2018-07-27T16:15:36Z
dc.date.issued2016
dc.identifierET2328
dc.identifier.citation(2016) On framing mechanisms, dystopian videogame representations and the avoidance of societal issues, no. 42.
dc.identifier.urihttps://eresearch.qmu.ac.uk/handle/20.500.12289/8227
dc.description.abstractIntroduction (part): When the Moscow Domodedovo Airport in Russia fell victim to a suicide terror attack in 2011, news outlets were quick to pick up on the apparent resemblance the bombings held to the videogame, Call of Duty: Modern Warfare 2 (COD). Describing the 'bloody' aftermath of the Domodedovo airport bombings, international media outlet, Russia Today (RT News), went on to discuss the main mission of the game under scrutiny as a virtual manifestation of a 'shocking reality' (RT News, 2011). With the aid of advice from experts in the fields of global terrorism and media analysis, RT News raised concerns surrounding the accessibility of violent videogames and the effects that this exposure has on people. Other news outlets, such as The Metro, The New York Times, The Atlantic and The Sydney Morning Herald, were also quick in commenting on the causal link made between this act of terror and the Call of Duty videogame. While making reference to this causal relationship, one of the online articles even claimed that the whole Call of Duty franchise 'stimulates sociopathic attitudes' (Eurogamer, 2011).
dc.format.extent42
dc.publisherQueen Margaret University
dc.titleOn framing mechanisms, dystopian videogame representations and the avoidance of societal issues
dc.typeThesis
dcterms.accessRightsrestricted
dc.description.facultyba_med
dc.description.ispublishedunpub
dc.description.eprintid2328_etheses
rioxxterms.typeThesis
dc.description.statusunpub


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