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DiGRA
The claim dates to the 1991 Gulf War and has been used to dismiss war coverage and gaming as detached and trivial.
The document revisits the long-standing claim, dating to the 1991 Gulf War, that televised warfare "looks just like a video game," arguing that this analogy has been used to dismiss both war coverage and gaming as detached and trivial. Its central thesis is that the comparison is more productive when reversed and reconsidered through the lens of engagement rather than detachment. Rather than treating television as a passive window onto distant violence, the analysis emphasises the proximity, immersion, and emotional intensity that viewers experience, particularly in coverage of the 2003 Iraq War.
Several arguments support this reframing. Tank-mounted camera footage, live reporting, and human-interest stories, such as an SBS account of Mandean families who lost relatives in an American missile strike, are presented as devices that collapse physical distance and place viewers emotionally "there." Viewers' experience of war coverage is characterised as stressful and powerless, in contrast with the playful, controllable nature of gaming. The analysis identifies four interacting factors, distance and proximity, here and there, tensions and negotiations, and virtuality, which together make televised war emotionally distressing. Viewers who withdraw from such coverage are understood to be engaged rather than desensitised.
The scope of the analysis centres on the 2003 Iraq War and the earlier 1991 Gulf War, drawing on media and cultural theorists including Monbiot, Emerson, Williams, Weber, Morse, and Dyson. The paper concludes that new models of engagement, combining spectacle and participation, are needed to understand television and digital games alike.
International Journal of Role-Playing · 2026