The War on Terror beyond the barrel of a gun: The procedural rhetorics of the boardgame Labyrinth

IF 1.7 Q2 COMMUNICATION Media War and Conflict Pub Date : 2022-08-05 DOI:10.1177/17506352221108824
Thomas Ambrosio, Jonathan Ross
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Abstract

Utilizing Bogost’s procedural rhetoric framework in his book Persuasive Games, this article examines Labyrinth, a boardgame that simulates the conflict between the United States and global terrorism. The authors systematically integrate ludology (rules/gameplay) and narratology (narratives/representations) to illustrate how Labyrinth was intentionally designed so that players became active participants in a narrative about how good governance undermines the sources of terrorism and the counterproductive nature of militarized counterterrorism, as well as bear witness to the agency of the Muslim world and the region’s political dynamism on the tabletop. This is a very different account of the War on Terror than has previously been studied in the literature, which has focused overwhelmingly on first-person shooter videogames and, in turn, has provided a very limited range of how this conflict can be represented in ludic form. However, Labyrinth is not alone, and the wargames that many players grew up with have given way to a variety of boardgames which approach complex historical or contemporary situations and environments beyond simply killing one’s enemies. This represents a diverse, but largely untapped, resource already in the public space and ready to be investigated. Media studies can therefore benefit from considering how boardgames similar to Labyrinth present alternative ways in which the ‘real world’ has been, and indeed can be, translated through popular culture objects.
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枪杆子之外的反恐战争:桌面游戏《迷宫》的程序修辞
本文利用Bogost在其著作《Persuasive Games》中的程序修辞框架,分析了模拟美国与全球恐怖主义之间冲突的桌面游戏《Labyrinth》。作者系统地整合了游戏学(规则/玩法)和叙事学(叙述/表现),以说明《迷宫》是如何有意设计的,从而让玩家积极参与到关于良好治理如何破坏恐怖主义的来源和军事化反恐的反生产性质的叙述中,以及在桌面上见证穆斯林世界的机构和该地区的政治活力。这是对反恐战争的一种截然不同的描述,与之前的文献研究不同,之前的文献主要集中在第一人称射击电子游戏上,而反过来,这种冲突在如何以有趣的形式呈现方面提供了非常有限的范围。然而,《迷宫》并不孤单,许多玩家伴随战争游戏长大的游戏已经让位于各种桌游,这些桌游处理复杂的历史或当代情境和环境,而不仅仅是杀死敌人。这代表了一种多样的,但在很大程度上尚未开发的资源,已经在公共空间中,准备进行调查。因此,考虑到《迷宫》之类的桌游是如何呈现出“现实世界”已经或确实可以通过流行文化对象进行翻译的另一种方式,媒体研究可以从中受益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Media War and Conflict
Media War and Conflict COMMUNICATION-
CiteScore
3.60
自引率
15.40%
发文量
18
期刊介绍: Media, War & Conflict is a major new international, peer-reviewed journal that maps the shifting arena of war, conflict and terrorism in an intensively and extensively mediated age. It will explore cultural, political and technological transformations in media-military relations, journalistic practices, and new media, and their impact on policy, publics, and outcomes of warfare. Media, War & Conflict is the first journal to be dedicated to this field. It will publish substantial research articles, shorter pieces, book reviews, letters and commentary, and will include an images section devoted to visual aspects of war and conflict.
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