Gaming, Terrorism and the Right to Communicate
This paper maps the conceptual terrain needed for the study of the right to communicate in the context of one of the fastest growing segments of digital media—the gaming industry—and a key subject in global communication: media and terrorism. It identifies three key areas in gaming research: gaming as drama; as a grammar, and as a narrative and their relevance to right to communicate research. Further, it examines in thumbnail fashion, a sample of games in the American and Middle East context.
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