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Hunting, killing, crafting: On the use of animals in open world games
Örebro University, School of Humanities, Education and Social Sciences.
2019 (English)In: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 14, no 3, p. 26-47Article in journal (Refereed) Published
Abstract [en]

The article focuses on how violence against animals is represented in video games. Instead of studying the most outrageous visual representations, howev-er, it focuses on the less conspicuous aspects of animal violence manifested in the hunting mechanics of open world games. Taking a rhetorical approach, it considers the ideological functions implied by the procedural gameplay of the hunting element. The article addresses four main topics: how games represent the relationship between hunting, killing and crafting; construct implicit distinctions between human and non-human animals; separate species into juridical and ethical categories associated with different values; and deal with the algorithmic nature of representations of wildlife and extinction. Among the games discussed are Rockstar's Red Dead Redemption (2010), and Ubisoft's Assassin's Creed III (2012) and Far Cry 3 (2012). 

Place, publisher, year, edition, pages
Högskolan i Borås, 2019. Vol. 14, no 3, p. 26-47
Keywords [en]
Assassins creed, Far cry, Hunting, Procedural rhetoric, Red dead redemption, Violence against animals
National Category
Media Engineering General Literature Studies
Identifiers
URN: urn:nbn:se:oru:diva-80884Scopus ID: 2-s2.0-85081652845OAI: oai:DiVA.org:oru-80884DiVA, id: diva2:1417224
Available from: 2020-03-27 Created: 2020-03-27 Last updated: 2020-03-27Bibliographically approved

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van Ooijen, Erik

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