Playing War : Military Video Games After 9/11
Explores the culture that made military shooter video games popular, and key in understanding the War on TerrorNo 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 tu...
| Main Author: | |
|---|---|
| Format: | Book |
| Published: |
NYU Press
2016
|
| Subjects: | |
| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=1107110&site=ehost-live header: @attributes: shortDbName: nlebk uiTerm: 1107110 longDbName: eBook Collection (EBSCOhost) uiTag: AN controlInfo: bkinfo: btl: Playing War : Military Video Games After 9/11 aug: au: Matthew Thomas Payne isbn: 9781479848560 9781479805228 9781479837182 9781479895106 imageinfo: pubinfo: dt: @attributes: year: 2016 month: 01 day: 01 dtAvail: @attributes: year: 2016 month: 04 day: 05 pub: NYU Press pubContract: New York University Press place: New York price: 0.01 limitsGroup: maxCheckoutDays: 1500 copyPages: 40 pda: N printPagesOffline: 40 printPagesOnline: 40 previewPages: 10000 prePubGroup: dewey: @attributes: class: 793.920285 item: 793 .920285 lc: @attributes: class: U310 .P38 2016eb item: U 310 .P38 2016eb artinfo: ui: 1107110 940502025 formats: fmt: – @attributes: type: EB doid: NL$1107110$PDF caption: PDF download: Y – @attributes: type: EK doid: NL$1107110$EPUB caption: EPUB download: Y tig: atl: Playing War : Military Video Games After 9/11 ptl: Playing War aug: au: Matthew Thomas Payne su: War video games--Social aspects War video games--Psychological aspects sug: subj: SOCIAL SCIENCE / Media Studies LAW / Media & the Law War video games--Social aspects War video games--Psychological aspects ab: Explores the culture that made military shooter video games popular, and key in understanding the War on TerrorNo 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. pubtype: eBook doctype: Book ougenre: Book language: English copyright: @attributes: flag: N copyrightText: holdings: @attributes: islocal: N |
|---|