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
This thesis aims to chronologically reconstruct the official gold supply of a small province at the frontier of the Roman empire: Germania Inferior. For this purpose a dataset of over 1,250 Roman...Show moreThis thesis aims to chronologically reconstruct the official gold supply of a small province at the frontier of the Roman empire: Germania Inferior. For this purpose a dataset of over 1,250 Roman gold coins were analyzed from the Southern Netherlands, Northeastern Belgium and the German state of Nordrhein-Westfalen. The result is a detailed overview of the amount of gold that was available thoughout the Roman period.Show less