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Computer Games as the Representation of Military Information Operations–A Philosophical Description of Cyborgizing of Propaganda Warfare

DOI: 10.5923/j.ijnc.20120206.03

Keywords: Computer Games, Decision Making, Information Operations, Propaganda, Representation

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Abstract:

The history of combat is primarily the history of radically changing fields of perception. In other words, war consists not so much of scoring territorial, economic or other material victories but of appropriating the immateriality of perceptual field. The function of the eye has become the function of the weapons[1]. To understand information age warfare we have to understand the concept of representation as a part of our process of violence. The idea of information warfare or an information operation is based on the process where the physical target is no longer destroyed with the kinetic systems, but the process where the non-kinetic systems, like information, scan the symbols-semiotics networks. Today, particularly the advanced mobile technology, the Internet and the entertainment industry immensely exploit the experiences from different wars and conflicts for example as ideas of computer games. In return the military industrial complex represents its own language for example in the concept of information operations with the help of applications particularly rising from the entertainment industry[2].

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