Political corruption is a more or less universal phenomenon, but occurs much more frequently in some places than in others. This variation has been attributed to a range of factors on which...Show morePolitical corruption is a more or less universal phenomenon, but occurs much more frequently in some places than in others. This variation has been attributed to a range of factors on which countries perform either poorly or well. Yet, political corruption also occurs in countries that seem to perform well on most known indicators. As this has been an object of little scholarly attention, it remains largely unclear how we can explain the occurrence of political corruption in ‘unlikely places’; countries where such corruption is theoretically least likely to occur. This study explores the contours of an explanation by investigating a particular case in-depth: the case of Jos van Rey. The results suggest four potential explanations, that range from conceptual issues to the possibility that political corruption in unlikely places is to some extent unique, and driven by a distinct set of factors.Show less
War videogames support and reproduce neo-imperialist rhetoric and world views. Videogames, due to their interactive nature, differ from any other cultural product and allow the consumer (player) to...Show moreWar videogames support and reproduce neo-imperialist rhetoric and world views. Videogames, due to their interactive nature, differ from any other cultural product and allow the consumer (player) to actively participate in the embedded narratives present in any game. In the following thesis, interviews with members of the military have been carried out and five videogames have been considered in the analysis (America’s Army: Proving Grounds, Airman Challenge, Counter Strike: Global Offensive, Battlefield 3 and Arma 3). Through a Gramscian approach, benefiting from concepts such as hegemony and persuasion and the understanding of ideas as material forces, and the use of audiovisual methods, the research has explored the role of absence and impossibility in the reproduction of hegemonic worldviews in war videogames.Show less