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The military-entertainment complex / Tim Lenoir, Luke Caldwell.
LIBRA U310.2 .L46 2018
Available from offsite location
- Format:
- Book
- Author/Creator:
- Lenoir, Timothy, 1948- author.
- Caldwell, Luke, author.
- Series:
- MetaLABprojects
- Language:
- English
- Subjects (All):
- War video games.
- Military art and science--Computer simulation.
- Military art and science.
- War--Computer simulation.
- Social aspects.
- United States.
- War video games--Social aspects--United States.
- War--Computer simulation--Social aspects--United States.
- War.
- War in mass media.
- War on Terrorism, 2001-2009, in mass media.
- War on Terrorism (2001-2009) in mass media.
- Video games industry.
- Genre:
- War video games.
- Physical Description:
- 265 pages : illustrations ; 24 cm.
- Place of Publication:
- Cambridge, Massachusetts ; London, England : Harvard University Press, [2018]
- Summary:
- "With the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular entertainment. In the early days of the video game industry personnel and expertise flowed from contractors building military simulations to game companies; in a middle period the military drew significantly on the booming game industry to train troops; now in our cultural present media corporations and the military draw upon one another cyclically to predict the future of warfare. The book argues that commercial video wargame franchises commodified and marketed the weapons, tactics, and threat scenarios of the Pentagon's War on Terror. Many of the best-selling video games (and television and films) of the last five years depict small special forces units that can deploy at a moment's notice anywhere in the world against non-traditional enemies. This intermediation of media forms within the military-entertainment complex has shaped the popular imaginary of war in the post 9/11 era and has naturalized the Pentagon's vision of a new American way of warfare."-- Provided by publisher.
- Contents:
- Induction : the military-entertainment complex and the contemporary war imaginary
- From Battlezone to America's Army : the Defense Department and the game industry
- Creating repeat consumers : epic realism and the birth of the wargame franchise
- Coming to a screen near you : the RMA and affective entertainment
- Press X to hack : cyberwar and videogames
- Discharge : counter-wargaming in Spec Ops: the Line.
- Notes:
- Includes bibliographical references.
- ISBN:
- 9780674724983
- 0674724984
- OCLC:
- 939910994
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