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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Superior document:Title is part of eBook package: De Gruyter New York University Press Complete eBook-Package 2016
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Place / Publishing House:New York, NY : : New York University Press, , [2016]
©2016
Year of Publication:2016
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id 9781479837182
ctrlnum (DE-B1597)548420
(OCoLC)940502025
collection bib_alma
record_format marc
spelling 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
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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
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