The Military-Entertainment Complex / / Tim Lenoir.
With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing n...
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Superior document: | Title is part of eBook package: De Gruyter Harvard University Press Complete eBook-Package 2018 |
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Place / Publishing House: | Cambridge, MA : : Harvard University Press, , [2022] ©2018 |
Year of Publication: | 2022 |
Language: | English |
Series: | MetaLABprojects
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Online Access: | |
Physical Description: | 1 online resource (272 p.) |
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520 | |a With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror. While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare. In addition to obvious military-entertainment titles like America's Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war. | ||
538 | |a Mode of access: Internet via World Wide Web. | ||
546 | |a In English. | ||
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 24. Mai 2022) | |
650 | 0 | |a Computer war games |x Social aspects |z United States. | |
650 | 0 | |a Computer war games. | |
650 | 0 | |a Military art and science |x Computer simulation. | |
650 | 0 | |a Video games industry. | |
650 | 0 | |a War in mass media. | |
650 | 0 | |a War on Terrorism, 2001-2009, in mass media. | |
650 | 0 | |a War |x Computer simulation |x Social aspects |z United States. | |
650 | 7 | |a SOCIAL SCIENCE / Media Studies. |2 bisacsh | |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t Harvard University Press Complete eBook-Package 2018 |z 9783110606621 |
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