BEHAVIORAL ESCALATION VIDEO GAMES AS A TOOL OF HYBRID WAR

http://dx.doi.org/10.31703/gmcr.2020(V-I).06      10.31703/gmcr.2020(V-I).06      Published : Mar 2020
Authored by : Haseeb Ur RehmanWarrich , SahrishJamil , FazalRahimKhan

06 Pages : 68-82

References

  • A, P. (1993). The Goodness of Qualitative Research. Educational Researcher, 22(2), 23-29.
  • Alexander, J. (2017). The Game Awards forgot to give PUBG its only award last night. Polygon.
  • Anderson, Bushman. (2002). Human Aggression. Department of Psychology, Iowa State University
  • Anderson, S. I. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. American Psychological Association.
  • Anton, M. (2016). Hybrid Pedagogies For Hybrid War. Scientific Research And Education In The Air Force-AFASES
  • Barlett, O. B. (2009). How long do the short‐term violent video game effects last? Agressive Behavior, 225-236.
  • Baudreau, I. (2018, September). Six Days In Fallujah dev details the canceled game's creation process. Retrieved April 20, 2019, from PC Games: https://www.pcgamesn.com/six-days-in- fallujah/six-days-in-fallujah-campaign-creation
  • Bogost. (2008). The Rhetoric of Video Games. The Georgia Institute of Technology, School of Literature, Communication, and Culture, 119
  • Bogost, I. (2006). Playing Politics: Videogames for Politics, Activism, and Advocacy . First Monday.
  • Bogost, I. (2007). Persuasive Games. London: The MIT Press.
  • Bogost, I. (2008). The Rhetoric of Video Games. The Ecology of Games: Connecting Youth, Games, and Learning, 125.
  • Buchanan, R. (2001). Philosophy & Rhetoric,. Penn State University Press.
  • Burgess, D. S. (2011). Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games. Media Psychology, Pages 289-311.
  • Colvin. (2004). Managing the cycle of acting-out behavior in the classroom
  • Demers, D. (April 2014). The Procedural Rhetoric of War: Ideology, Recruitment, and Training in Military Videogames.
  • Fahay, M. (2014, September). Making A Game Out Of Today's War. Retrieved April 20, 2019, from Kotaku: https://kotaku.com/making-a-game-out-of-todays-war-5252157
  • Ferguson, San Miguel, Garza & Jerabeck. (2012). A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents. Journal Of Psychiatric Research, 46(2), 141-146.
  • Fogg, B. (2009). Creating Persuasive Technologies:An Eight-Step Design Process. Persuasive Technology Lab Stanford University.
  • Freeden, M. (2016, December 08). After the Brexit referendum: revisiting populism as an ideology. Retrieved from Taylor & Francis Online: https://doi.org/10.1080/13569317.2016.1260813
  • Gaito, E. (2017). Golden Joystick Awards 2017 Nominees. Best in Slot.
  • Golly, S. &. (2004). Best Behavior: Building Positive Behavior Supports in Schools. University of Oregon, Eugene.
  • Greitemeyer, T. (2018). The Spredaing Impact of Playing Violent Video Games on Aggression.
  • GVMers. (2017, June 12). The Most Controversial Unreleased Game - Investigating Six Days in Fallujah. Retrieved April 18, 2019, from https://www.youtube.com/watch?v=oqNvf2gcoys
  • Hayden, C. (2017). The Procedural Rhetorics of Mass Effect:Video Games as Argumentation in International Relations. International Studies Perspectives, 180.
  • IGN, S. (2018). 2018 SXSW Gaming Awards Winners Revealed. IGN. imfdb. (2014). Talk:Six Days in Fallujah. Retrieved May 9, 2019, from http://www.imfdb.org/wiki/Talk:Six_Days_in_Fallujah
  • Jones, L. (2017). Hybrid Warfare and the Politics of Fear. Retrieved from http://sciclonic.com/2017/04/hybrid-warfare-politics-fear/1725/
  • Korybko. (2017). CPEC and the 21st century convergence of civilizations. China-Pakistan Economic Corridor.
  • Korybko, A. (2015). Hybrid Wars: The Indirect Adaptive Approach To Regime Change. Moscow: Global Research.
  • Longley, R. (2019). From Genghis Khan to ISIS. An Introduction to Psychological Warfare.
  • Lowe, L. (2016). Crying Wolf: An Analysis of the Use of Sensational. San Jose State University, 95.
  • Makuch, E. (2018). Game Of The Year Nominees Announced for DICE Awards. GameSpot.
  • Marcus, A. (2002). Dare We Define User-Interface Design? Interactions, 21.
  • McNeill, A. ( 2018). Here Are Your 2018 SXSW Gaming Awards Finalists! SXSW.
  • Michael A. Shapiro, D. G. (1992). I'm Not a Real Doctor, but I Play One in Virtual Reality: Implications of Virtual Reality for Judgments about Reality. Cornel University.
  • Milzarski, E. (2018, September 24). This scrapped game could've been the most accurate portrayal of Fallujah. Retrieved April 18, 2019, from Mighty Networks: https://www.wearethemighty.com/six-days-in-fallujah
  • R.Vokey, J. (2013). Psychological Sketches. Canada: A Psyence Publishing Society
  • Reyes, I. (2017). Nick Dyer-Witheford and Greig de Peuter, Games of Empire: Global (2009). Markets, Globalization & Development Review.
  • Robert Sparrow, R. H. (2015). Playing for fun, training for war: Can popular claims about recreational video gaming and military simulations be reconciled? Games and Culture.
  • Rong Shao, Y. W. ( 2019). The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Frontiers in Psychology.
  • Simone Kuhn, D. K. (2018). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry.
  • Surhiyo, U. (2019, March 22). PUBG MOBILE KI HAQEEQAT NEW UPDATE BIRTHDAY BOX KO BANAYA KHANA KABA. Retrieved May 19, 2019, from Youtube: https://www.youtube.com/watch?v=nBEzQrPpqsA
  • Thomson, M. (2008). Military computer games and the new American militarism: what computer games teach us about war.
  • Tzu, S. (2005). The Art of War. Shambhala.
  • University, O. (2019). English Oxford Living Dictionaries. Retrieved 2019, from https://en.oxforddictionaries.com/definition/violence
  • Victoria L. Dunckley, M. (2015). Integrative Child, Adolescent & Adult Psychiatry . West Los Angeles.
  • Weber, R. (2017). The Legend of Zelda: Breath of the Wild scores big at the 35th Golden Joystick Awards presented with OMEN by HP.
  • Wikipedia. (2018). Gameplay.
  • Wiltenburg, J. (2004). True Crime: The Origins of Modern Sensationalism.
  • Ye, J. (2019, March 25). Muslim gamers boycott PUBG Mobile for insulting holy site. Retrieved May 19, 2019, from Abacus: https://www.abacusnews.com/digital-life/muslim-gamers- boycott-pubg-mobile-insulting-holy-site/article/3003177
  • Yin, R. K. (2012). Applications of Case Study Research (3rd ed.). Sage Publications.
  • A, P. (1993). The Goodness of Qualitative Research. Educational Researcher, 22(2), 23-29.
  • Alexander, J. (2017). The Game Awards forgot to give PUBG its only award last night. Polygon.
  • Anderson, Bushman. (2002). Human Aggression. Department of Psychology, Iowa State University
  • Anderson, S. I. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. American Psychological Association.
  • Anton, M. (2016). Hybrid Pedagogies For Hybrid War. Scientific Research And Education In The Air Force-AFASES
  • Barlett, O. B. (2009). How long do the short‐term violent video game effects last? Agressive Behavior, 225-236.
  • Baudreau, I. (2018, September). Six Days In Fallujah dev details the canceled game's creation process. Retrieved April 20, 2019, from PC Games: https://www.pcgamesn.com/six-days-in- fallujah/six-days-in-fallujah-campaign-creation
  • Bogost. (2008). The Rhetoric of Video Games. The Georgia Institute of Technology, School of Literature, Communication, and Culture, 119
  • Bogost, I. (2006). Playing Politics: Videogames for Politics, Activism, and Advocacy . First Monday.
  • Bogost, I. (2007). Persuasive Games. London: The MIT Press.
  • Bogost, I. (2008). The Rhetoric of Video Games. The Ecology of Games: Connecting Youth, Games, and Learning, 125.
  • Buchanan, R. (2001). Philosophy & Rhetoric,. Penn State University Press.
  • Burgess, D. S. (2011). Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games. Media Psychology, Pages 289-311.
  • Colvin. (2004). Managing the cycle of acting-out behavior in the classroom
  • Demers, D. (April 2014). The Procedural Rhetoric of War: Ideology, Recruitment, and Training in Military Videogames.
  • Fahay, M. (2014, September). Making A Game Out Of Today's War. Retrieved April 20, 2019, from Kotaku: https://kotaku.com/making-a-game-out-of-todays-war-5252157
  • Ferguson, San Miguel, Garza & Jerabeck. (2012). A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents. Journal Of Psychiatric Research, 46(2), 141-146.
  • Fogg, B. (2009). Creating Persuasive Technologies:An Eight-Step Design Process. Persuasive Technology Lab Stanford University.
  • Freeden, M. (2016, December 08). After the Brexit referendum: revisiting populism as an ideology. Retrieved from Taylor & Francis Online: https://doi.org/10.1080/13569317.2016.1260813
  • Gaito, E. (2017). Golden Joystick Awards 2017 Nominees. Best in Slot.
  • Golly, S. &. (2004). Best Behavior: Building Positive Behavior Supports in Schools. University of Oregon, Eugene.
  • Greitemeyer, T. (2018). The Spredaing Impact of Playing Violent Video Games on Aggression.
  • GVMers. (2017, June 12). The Most Controversial Unreleased Game - Investigating Six Days in Fallujah. Retrieved April 18, 2019, from https://www.youtube.com/watch?v=oqNvf2gcoys
  • Hayden, C. (2017). The Procedural Rhetorics of Mass Effect:Video Games as Argumentation in International Relations. International Studies Perspectives, 180.
  • IGN, S. (2018). 2018 SXSW Gaming Awards Winners Revealed. IGN. imfdb. (2014). Talk:Six Days in Fallujah. Retrieved May 9, 2019, from http://www.imfdb.org/wiki/Talk:Six_Days_in_Fallujah
  • Jones, L. (2017). Hybrid Warfare and the Politics of Fear. Retrieved from http://sciclonic.com/2017/04/hybrid-warfare-politics-fear/1725/
  • Korybko. (2017). CPEC and the 21st century convergence of civilizations. China-Pakistan Economic Corridor.
  • Korybko, A. (2015). Hybrid Wars: The Indirect Adaptive Approach To Regime Change. Moscow: Global Research.
  • Longley, R. (2019). From Genghis Khan to ISIS. An Introduction to Psychological Warfare.
  • Lowe, L. (2016). Crying Wolf: An Analysis of the Use of Sensational. San Jose State University, 95.
  • Makuch, E. (2018). Game Of The Year Nominees Announced for DICE Awards. GameSpot.
  • Marcus, A. (2002). Dare We Define User-Interface Design? Interactions, 21.
  • McNeill, A. ( 2018). Here Are Your 2018 SXSW Gaming Awards Finalists! SXSW.
  • Michael A. Shapiro, D. G. (1992). I'm Not a Real Doctor, but I Play One in Virtual Reality: Implications of Virtual Reality for Judgments about Reality. Cornel University.
  • Milzarski, E. (2018, September 24). This scrapped game could've been the most accurate portrayal of Fallujah. Retrieved April 18, 2019, from Mighty Networks: https://www.wearethemighty.com/six-days-in-fallujah
  • R.Vokey, J. (2013). Psychological Sketches. Canada: A Psyence Publishing Society
  • Reyes, I. (2017). Nick Dyer-Witheford and Greig de Peuter, Games of Empire: Global (2009). Markets, Globalization & Development Review.
  • Robert Sparrow, R. H. (2015). Playing for fun, training for war: Can popular claims about recreational video gaming and military simulations be reconciled? Games and Culture.
  • Rong Shao, Y. W. ( 2019). The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Frontiers in Psychology.
  • Simone Kuhn, D. K. (2018). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry.
  • Surhiyo, U. (2019, March 22). PUBG MOBILE KI HAQEEQAT NEW UPDATE BIRTHDAY BOX KO BANAYA KHANA KABA. Retrieved May 19, 2019, from Youtube: https://www.youtube.com/watch?v=nBEzQrPpqsA
  • Thomson, M. (2008). Military computer games and the new American militarism: what computer games teach us about war.
  • Tzu, S. (2005). The Art of War. Shambhala.
  • University, O. (2019). English Oxford Living Dictionaries. Retrieved 2019, from https://en.oxforddictionaries.com/definition/violence
  • Victoria L. Dunckley, M. (2015). Integrative Child, Adolescent & Adult Psychiatry . West Los Angeles.
  • Weber, R. (2017). The Legend of Zelda: Breath of the Wild scores big at the 35th Golden Joystick Awards presented with OMEN by HP.
  • Wikipedia. (2018). Gameplay.
  • Wiltenburg, J. (2004). True Crime: The Origins of Modern Sensationalism.
  • Ye, J. (2019, March 25). Muslim gamers boycott PUBG Mobile for insulting holy site. Retrieved May 19, 2019, from Abacus: https://www.abacusnews.com/digital-life/muslim-gamers- boycott-pubg-mobile-insulting-holy-site/article/3003177
  • Yin, R. K. (2012). Applications of Case Study Research (3rd ed.). Sage Publications.

Cite this article

    CHICAGO : Warrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. 2020. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review, V (I): 68-82 doi: 10.31703/gmcr.2020(V-I).06
    HARVARD : WARRICH, H. U. R., JAMIL, S. & KHAN, F. R. 2020. Behavioral Escalation: Video Games as a Tool of Hybrid War. Global Mass Communication Review, V, 68-82.
    MHRA : Warrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. 2020. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review, V: 68-82
    MLA : Warrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review, V.I (2020): 68-82 Print.
    OXFORD : Warrich, Haseeb Ur Rehman, Jamil, Sahrish, and Khan, Fazal Rahim (2020), "Behavioral Escalation: Video Games as a Tool of Hybrid War", Global Mass Communication Review, V (I), 68-82
    TURABIAN : Warrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review V, no. I (2020): 68-82. https://doi.org/10.31703/gmcr.2020(V-I).06