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Article
Who Are the Enemies? The Visual Framing of Enemies in Digital Games
International Studies Review (2016)
  • Brandon Valeriano, Ph.D, Seton Hall University
  • Philip Habel, University of South Alabama
Abstract
Digital games are among the most popular forms of entertainment media. Despite their ubiquity, the fields of political science, International Relations, and political communication have generally overlooked the study of digital games. We take up this void by examining the international enemies depicted in combat games – specifically, first-person shooter (FPS) games – which can speak to the process in the construction of international threats in society. Our review of framing the enemy gleans perspectives from multiple disciplines including International Relations, political communication, and digital gaming. Our empirical analysis traces the evolution of images in digital games from 2001 to 2013 to reveal the identity of the enemies and protagonists and to examine the context of the game – including the setting where each game takes place. We find that Russians are a popular form of enemy in FPS games even after considering terrorists as a broad category. Our review of the literature and our empirical analysis together present a foundation for the future study of digital games as a process of framing of enemies and transmission of threats.
Keywords
  • digital games,
  • video games,
  • lead,
  • construction of the enemy,
  • rivalry,
  • popular culture,
  • IR
Publication Date
September, 2016
DOI
10.1093/isr/viv007
Citation Information
Brandon Valeriano and Philip Habel. "Who Are the Enemies? The Visual Framing of Enemies in Digital Games" International Studies Review Vol. 18 Iss. 3 (2016) p. 462 - 486 ISSN: 1468-2486
Available at: http://works.bepress.com/brandon-valeriano/17/