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Call of duty: playing video games with IR / Ciuta, Felix   Article
Ciuta, Felix Article
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Summary/Abstract This article attempts to further develop the IR research agenda on video games. The argument starts with a critique of the narrow focus on war-themed blockbuster games of current IR work on video games. I argue that this narrow view of IR and of video games is unsustainable and counterproductive, and has led to the positioning of IR as a regime of value with an unwarranted focus on the ideological effects of video games, and also to a paradoxical closing off of its research agenda. In the second half of the article I attempt to sketch two directions of research that could help overcome these initial limitations. The first outlines the potential for the IR study of the global aesthetic economy of video games, and the differentiated distribution of its regimes of value. The second encourages the study of game-worlds as practical-theoretical spaces where a particular relationship between academic subjectivity and its objects is constituted. The significance of this argument transcends IR video games research: it has relevance for cross-disciplinary issues regarding the status of academic moral-aesthetic judgements about cultural artfacts and practices; the relationship between academic and ‘popular’ knowledge; and the potential for political mobilisation at the interface of entertainment and social critique.
Key Words Popular Culture  Duty  IR Theory  Video Games  Playfulness  Regimes of Value 
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