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[journal article]

dc.contributor.authorPattison, Josephde
dc.date.accessioned2024-10-25T10:20:34Z
dc.date.available2024-10-25T10:20:34Z
dc.date.issued2025de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/97390
dc.description.abstractThis article explores how players interpret and reflect on themes in mainstream war videogames, specifically the Call of Duty franchise. Scholars have long focused on the ideological content of war games, which is marked by increased collusion of military institutions with the gaming industry and assumptions about the influential capabilities of war games, in which player agency is often downplayed. This study builds on Lenoir and Caldwell's (2018) observations that the interpretation of mainstream franchises should focus more on their attempts to create an "affective framework" that emphasises certain emotions in players. Through a thematic analysis of semi-structured interviews with 25 participants, this study found that participants outlined their discomfort in certain missions, to the point where they even altered their playstyle, suggesting that players often reflect critically on the aspects of war these games explore. This article concludes that mainstream franchises, like Call of Duty, should be considered complex cultural artefacts consisting of various layers of meaning. Rather than directly transmitting militaristic ideologies, these games craft an emotional aesthetic capable of exploring more controversial aspects of war. The key to understanding these franchises lies directly with the players themselves, which is why audiences should be treated as conscious agents who play an active role in drawing meaning from such an aesthetic.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.otherCall of Duty; affect; audience research; commercial war games; videogamesde
dc.titleExperiencing the Call of Duty: Exploring Emotions in Commercial War Gamesde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/8667/3965de
dc.source.journalMedia and Communication
dc.source.volume13de
dc.publisher.countryPRTde
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozWirkungsforschung, Rezipientenforschungde
dc.subject.classozImpact Research, Recipient Researchen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozKriegde
dc.subject.thesozwaren
dc.subject.thesozMilitärde
dc.subject.thesozmilitaryen
dc.subject.thesozGefühlde
dc.subject.thesozemotionen
dc.subject.thesozKriegsspielzeugde
dc.subject.thesozmilitary toysen
dc.subject.thesozIdeologiede
dc.subject.thesozideologyen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10058702
internal.identifier.thesoz10035033
internal.identifier.thesoz10036750
internal.identifier.thesoz10096390
internal.identifier.thesoz10050037
internal.identifier.thesoz10039894
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
internal.identifier.classoz1080404
internal.identifier.classoz1080407
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
dc.source.issuetopicDigital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studiesde
dc.identifier.doihttps://doi.org/10.17645/mac.8667de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/8667
ssoar.urn.registrationfalsede


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