Video Games and Information Warfare

Propaganda, Espionage, and Interactive Entertainment

Gebonden Engels 2026 1e druk 9781041113775
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This book will explore how video games and adjacent tech have served the two main functions of information warfare: transmission of information and influence.

The video games industry is highly profitable, but there’s a sober side to it, separate from entertainment. Titles like Call of Duty and Battlefield might offer escapist fun on the digital battleground, but video games—as a technology—have a legitimate place in real‑world modern warfare, particularly in information warfare. This monograph breaks down categories of usage side by side with well‑documented efforts in disinformation, misinformation, malign narratives, and cognitive warfare that have paved the way for digital warriors to bend public perception against a country, conflict, legislation, or politician. By analyzing the functions of training, propaganda, communication, surveillance, and intelligence sharing, the work reveals the profound impact that video games have on today’s battlefield.

This book will be of much interest to students of information warfare, disinformation, video games, and security studies, as well as professionals in related fields.

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Inhoudsopgave

Chapter 1: Militainment, Participative War, and Mediatization Chapter 2: Historical Usage of Video Games in Warfare Chapter 3: Information Warfare Part I (Transmission of Information) Chapter 4: Information Warfare (Influence of Information) Chapter 5: Categories of Influence Chapter 6: Why Video Games? Chapter 7: Future Concerns in Video Games and Information Warfare

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€ 102,93
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          Video Games and Information Warfare