Destructive Sublime : : World War II in American Film and Media / / Tanine Allison.

The American popular imagination has long portrayed World War II as the "good war," fought by the "greatest generation" for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular...

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Superior document:Title is part of eBook package: De Gruyter Rutgers University Press Complete eBook-Package 2018
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Place / Publishing House:New Brunswick, NJ : : Rutgers University Press, , [2018]
©2018
Year of Publication:2018
Language:English
Series:War Culture
Online Access:
Physical Description:1 online resource (250 p.) :; 11 color, 30 b-w
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245 1 0 |a Destructive Sublime :  |b World War II in American Film and Media /  |c Tanine Allison. 
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505 0 0 |t Frontmatter --   |t Contents --   |t Introduction: A Retrospective Look at the World War II Combat Genre --   |t 1. "No Faking Here": The New Authenticity of Wartime Combat Documentaries --   |t 2. The "Good War"? Style and Space in 1940s Combat Films --   |t 3. Rationalizing War: Reconstructions of World War II during the Cold War and Vietnam --   |t 4. Nostalgia for Combat: World War II at the End of Cinema --   |t 5. Simulating War on an Algorithmic Playground --   |t Conclusion: A Bad War? The World War II Combat Genre Now --   |t Acknowledgments --   |t Notes --   |t Selected Bibliography --   |t Index 
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520 |a The American popular imagination has long portrayed World War II as the "good war," fought by the "greatest generation" for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war's harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games' glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years-from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor-this book reveals how the genre's aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself. 
530 |a Issued also in print. 
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 30. Aug 2021) 
650 0 |a Computer war games. 
650 0 |a War films  |z United States  |x History and criticism. 
650 0 |a World War, 1939-1945  |x Mass media and the war. 
650 0 |a World War, 1939-1945  |x Motion pictures and the war. 
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653 |a film. 
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653 |a sublime. 
653 |a video games. 
653 |a war film. 
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