Playing War : : Military Video Games After 9/11 / / Matthew Thomas Payne.
The culture that made military shooter video games popular and key in understanding the War on Terror. No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over...
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Place / Publishing House: | New York, NY : : New York University Press, , [2016] ©2016 |
Year of Publication: | 2016 |
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Payne, Matthew Thomas, author. aut http://id.loc.gov/vocabulary/relators/aut Playing War : Military Video Games After 9/11 / Matthew Thomas Payne. New York, NY : New York University Press, [2016] ©2016 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier text file PDF rda Frontmatter -- Contents -- Acknowledgments -- Introduction: Welcome to Ludic War -- 1. Nintendo War 2.0: Toward a New Modality of Ludic War Play -- 2. The First-Personal Shooter: Narrative Subjectivity and Sacrificial Citizenship in the Modern Warfare Series -- 3. Fighting the Good (Preemptive) Fight: American Exceptionalism in Tom Clancy’s Military Shooters -- 4. Through a Drone, Darkly: Visions of Dystopic Ludic War -- 5. Marketing Military Realism: Selling the Gameplay Modality of Ludic War -- 6. Promotion of Self in Everyday Strife: Gaming Capital of the Ludic Soldier -- Conclusion: The Ludification of War Culture -- Notes -- Gameography -- Bibliography -- Index -- About the Author restricted access http://purl.org/coar/access_right/c_16ec online access with authorization star The culture that made military shooter video games popular and key in understanding the War on Terror. No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun. Mode of access: Internet via World Wide Web. In English. Description based on online resource; title from PDF title page (publisher's Web site, viewed 27. Jan 2023) Computer war games Psychological aspects. Computer war games Social aspects. SOCIAL SCIENCE / Media Studies. bisacsh Title is part of eBook package: De Gruyter New York University Press Complete eBook-Package 2016 9783110728989 print 9781479848560 https://doi.org/10.18574/nyu/9781479837182.001.0001 https://www.degruyter.com/isbn/9781479837182 Cover https://www.degruyter.com/document/cover/isbn/9781479837182/original |
language |
English |
format |
eBook |
author |
Payne, Matthew Thomas, Payne, Matthew Thomas, |
spellingShingle |
Payne, Matthew Thomas, Payne, Matthew Thomas, Playing War : Military Video Games After 9/11 / Frontmatter -- Contents -- Acknowledgments -- Introduction: Welcome to Ludic War -- 1. Nintendo War 2.0: Toward a New Modality of Ludic War Play -- 2. The First-Personal Shooter: Narrative Subjectivity and Sacrificial Citizenship in the Modern Warfare Series -- 3. Fighting the Good (Preemptive) Fight: American Exceptionalism in Tom Clancy’s Military Shooters -- 4. Through a Drone, Darkly: Visions of Dystopic Ludic War -- 5. Marketing Military Realism: Selling the Gameplay Modality of Ludic War -- 6. Promotion of Self in Everyday Strife: Gaming Capital of the Ludic Soldier -- Conclusion: The Ludification of War Culture -- Notes -- Gameography -- Bibliography -- Index -- About the Author |
author_facet |
Payne, Matthew Thomas, Payne, Matthew Thomas, |
author_variant |
m t p mt mtp m t p mt mtp |
author_role |
VerfasserIn VerfasserIn |
author_sort |
Payne, Matthew Thomas, |
title |
Playing War : Military Video Games After 9/11 / |
title_sub |
Military Video Games After 9/11 / |
title_full |
Playing War : Military Video Games After 9/11 / Matthew Thomas Payne. |
title_fullStr |
Playing War : Military Video Games After 9/11 / Matthew Thomas Payne. |
title_full_unstemmed |
Playing War : Military Video Games After 9/11 / Matthew Thomas Payne. |
title_auth |
Playing War : Military Video Games After 9/11 / |
title_alt |
Frontmatter -- Contents -- Acknowledgments -- Introduction: Welcome to Ludic War -- 1. Nintendo War 2.0: Toward a New Modality of Ludic War Play -- 2. The First-Personal Shooter: Narrative Subjectivity and Sacrificial Citizenship in the Modern Warfare Series -- 3. Fighting the Good (Preemptive) Fight: American Exceptionalism in Tom Clancy’s Military Shooters -- 4. Through a Drone, Darkly: Visions of Dystopic Ludic War -- 5. Marketing Military Realism: Selling the Gameplay Modality of Ludic War -- 6. Promotion of Self in Everyday Strife: Gaming Capital of the Ludic Soldier -- Conclusion: The Ludification of War Culture -- Notes -- Gameography -- Bibliography -- Index -- About the Author |
title_new |
Playing War : |
title_sort |
playing war : military video games after 9/11 / |
publisher |
New York University Press, |
publishDate |
2016 |
physical |
1 online resource |
contents |
Frontmatter -- Contents -- Acknowledgments -- Introduction: Welcome to Ludic War -- 1. Nintendo War 2.0: Toward a New Modality of Ludic War Play -- 2. The First-Personal Shooter: Narrative Subjectivity and Sacrificial Citizenship in the Modern Warfare Series -- 3. Fighting the Good (Preemptive) Fight: American Exceptionalism in Tom Clancy’s Military Shooters -- 4. Through a Drone, Darkly: Visions of Dystopic Ludic War -- 5. Marketing Military Realism: Selling the Gameplay Modality of Ludic War -- 6. Promotion of Self in Everyday Strife: Gaming Capital of the Ludic Soldier -- Conclusion: The Ludification of War Culture -- Notes -- Gameography -- Bibliography -- Index -- About the Author |
isbn |
9781479837182 9783110728989 9781479848560 |
url |
https://doi.org/10.18574/nyu/9781479837182.001.0001 https://www.degruyter.com/isbn/9781479837182 https://www.degruyter.com/document/cover/isbn/9781479837182/original |
illustrated |
Not Illustrated |
dewey-hundreds |
700 - Arts & recreation |
dewey-tens |
790 - Sports, games & entertainment |
dewey-ones |
793 - Indoor games & amusements |
dewey-full |
793.9/20285 |
dewey-sort |
3793.9 520285 |
dewey-raw |
793.9/20285 |
dewey-search |
793.9/20285 |
doi_str_mv |
10.18574/nyu/9781479837182.001.0001 |
oclc_num |
940502025 |
work_keys_str_mv |
AT paynematthewthomas playingwarmilitaryvideogamesafter911 |
status_str |
n |
ids_txt_mv |
(DE-B1597)548420 (OCoLC)940502025 |
carrierType_str_mv |
cr |
hierarchy_parent_title |
Title is part of eBook package: De Gruyter New York University Press Complete eBook-Package 2016 |
is_hierarchy_title |
Playing War : Military Video Games After 9/11 / |
container_title |
Title is part of eBook package: De Gruyter New York University Press Complete eBook-Package 2016 |
_version_ |
1770177012102594560 |
fullrecord |
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