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With the rise of drones and computer-controlled weapons, the line between war and video games has blurred. The Military-Entertainment Complex traces how the realities of war are inflected by their representation in entertainment. War games, in turn, feature an increasing number of weapons, tactics, and scenarios from the War on Terror.
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Tara McPherson asks what might it mean to design—from conception—digital tools and applications that emerge from contextual concerns of cultural theory and from a feminist concern for difference. This question leads to the Vectors Lab, which for a dozen years has experimented with digital scholarship at the intersection of theory and praxis.