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- W3139909711 abstract "Abstract This paper maps the conceptual terrain needed for the study of the right to communicate in the context of one of the fastest growing segments of digital media-the gaming industry-and a key subject in global communication: media and terrorism. It identifies three key areas in gaming research: gaming as drama; as a grammar, and as a narrative and their relevance to right to communicate research. Further, it examines in thumbnail fashion, a sample of games in the American and Middle East context. Key Words: Terrorism, Gaming, Right to Communicate; Media Technology; ICTs; Middle East. Gaming and the Right to Communicate For the right to communicate to evolve, activities are needed that test old and generate new knowledge. (www.righttocommunicate.org, emphasis added) What is a video game? A video game is a cultural object, bound by history and materiality, consisting of an electronic computational device and a game simulated in software. The electronic computational-the machine, for short, may come in a variety of forms. It may be a personal computer, an arcade machine, a home console, a portable device, or any number of other electronic machines (Galloway, 2006, p. 1). McAllister expands this understanding and suggests that games can be conceived as a confluence of different kinds of particularly, require to create; they require players to to engage with them; they themselves are works of art and industrial works; and finally they do work, particularly rhetorical and cultural (McAllister, 2004, p. vii, emphasis in original). What also differentiates video games from other media is the fact that these different kinds of work are undertaken across multiple actors-creators, developers, gamers (in the case of on-line games often with thousands of gamers). Such interaction creates some unique problems for analysis. As McAllister puts it, computer games are extraordinarily difficult to study because they are so socially complex; recollections of how they were inspired and of the myriad collective and negotiated decisions that gave them their final form, as well as explanations of how and in what contexts they are eventually to be experienced, are difficult to identify and reconstruct (2004, p. viii). Thus, gaming poses a whole new set of questions for examining issues of the right to communicate. It signals a mode of media use that calls into question the very semantic organization of the three elements of the right to communicate-association, information and global rights-and the four goals of developing the concept of the right to communicate: (1) describing and defining the human right to communicate; (2) collecting, organizing and expanding on the right to communicate; (3) facilitating activities on the right to communicate in research and education; and (4) advancing the right to communicate-personal and universal-for everyone (as cited in the Right to Communicate website (www.righttocommunicate.org, emphasis added). I will not do a piecemeal examination of each of these issues but deal with them relationally, as they are emergent in the discussion of gaming. It is not the aim of this essay to focus on the traditional areas of right to communicate scholarship (namely, issues of policy, ICT's, intellectual/legal history, democratic participation and politics) but rather to provide a thumbnail sketch of the emerging field of game studies and outline some of the issues that impinge on the study of the right to communicate. As such, this is primarily a mapping exercise. It seriously takes the idea of moving right to communicate scholarship in a new direction-by focusing on gaming texts as agents of communication. Such a direction becomes important given the centrality of digital media in contemporary society. Gaming, Storytelling and Right to Communicate: Main Approaches and Issues While the field of game studies is relatively new, there are a number of theoretical positions that scholars have brought to the understanding of the texts of games/gaming. …" @default.
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- W3139909711 date "2008-10-01" @default.
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- W3139909711 title "Gaming, Terrorism and the Right to Communicate" @default.
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