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Examining the Role of Video Games In the US Election 81

Gamasutra is running an article discussing the influence of games and gamers on the 2004 and 2008 presidential elections. The connection, while minor, is continuing to strengthen, from allowing people to register to vote through their consoles, to in-game advertising, to games about and involving the candidates. However, it may still be an uphill climb as media-sharing becomes easier. From Gamasutra: "There are reasons games have grown slowly compared to other technologies for political outreach. The most important one is also the most obvious: since 2004, online video and social networks have become the big thing, as blogs were four years ago. Instead of urging voters to 'play my game,' as Loftus and I surmised, candidates urged their constituents to 'watch my video.' Online video became the political totem of 2008, from James Kotecki's dorm room interviews to CNN's YouTube debates."

Comment Re:Shortwave (Score 1) 224

You shouldn't have moved the quote. "Clear Channel" stations are the radio stations that the US intelligence community covertly broadcasts their propaganda the subliminal, liminal, and superliminal ways. It is often disguised in "song" form that sounds like the angst and/or sexually frustrated messages that fifteen year-old girls write in their diaries and "sung" by people that look like Abercrombie and Fitch models. In other words, pop stations.

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