The military-entertainment complex:
"With the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular entertainment. In the early days of the video game industry personnel and expertise flowed from contrac...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts
Harvard University Press
[2018]
|
Schriftenreihe: | MetaLABprojects
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | "With the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular entertainment. In the early days of the video game industry personnel and expertise flowed from contractors building military simulations to game companies; in a middle period the military drew significantly on the booming game industry to train troops; now in our cultural present media corporations and the military draw upon one another cyclically to predict the future of warfare. The book argues that commercial video wargame franchises commodified and marketed the weapons, tactics, and threat scenarios of the Pentagon's War on Terror. Many of the best-selling video games (and television and films) of the last five years depict small special forces units that can deploy at a moment's notice anywhere in the world against non-traditional enemies. This intermediation of media forms within the military-entertainment complex has shaped the popular imaginary of war in the post 9/11 era and has naturalized the Pentagon's vision of a new American way of warfare."... |
Beschreibung: | Includes bibliographical references |
Beschreibung: | 265 Seiten Illustrationen |
ISBN: | 9780674724983 |
Internformat
MARC
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490 | 0 | |a MetaLABprojects | |
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520 | |a "With the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular entertainment. In the early days of the video game industry personnel and expertise flowed from contractors building military simulations to game companies; in a middle period the military drew significantly on the booming game industry to train troops; now in our cultural present media corporations and the military draw upon one another cyclically to predict the future of warfare. The book argues that commercial video wargame franchises commodified and marketed the weapons, tactics, and threat scenarios of the Pentagon's War on Terror. Many of the best-selling video games (and television and films) of the last five years depict small special forces units that can deploy at a moment's notice anywhere in the world against non-traditional enemies. This intermediation of media forms within the military-entertainment complex has shaped the popular imaginary of war in the post 9/11 era and has naturalized the Pentagon's vision of a new American way of warfare."... | ||
648 | 7 | |a Geschichte 1980- |2 gnd |9 rswk-swf | |
650 | 4 | |a Computer war games | |
650 | 4 | |a Computer war games |x Social aspects |z United States | |
650 | 4 | |a War |x Computer simulation |x Social aspects |z United States | |
650 | 4 | |a Military art and science |x Computer simulation | |
650 | 4 | |a War in mass media | |
650 | 4 | |a War on Terrorism, 2001-2009, in mass media | |
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942 | 1 | 1 | |c 355.009 |e 22/bsb |f 09048 |g 73 |
Datensatz im Suchindex
_version_ | 1804178307768385536 |
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adam_text | THE MILITARY-ENTERTAINMENT COMPLEX
/ LENOIR, TIMOTHYYYD1948-YYEAUTHOR
: 2016
TABLE OF CONTENTS / INHALTSVERZEICHNIS
INDUCTION : THE MILITARY-ENTERTAINMENT COMPLEX AND THE CONTEMPORARY WAR
IMAGINARY
FROM BATTLEZONE TO AMERICA S ARMY : THE DEFENSE DEPARTMENT AND THE GAME
INDUSTRY
CREATING REPEAT CONSUMERS : EPIC REALISM AND THE BIRTH OF THE WARGAME
FRANCHISE
COMING TO A SCREEN NEAR YOU : THE RMA AND AFFECTIVE ENTERTAINMENT
PRESS X TO HACK : CYBERWAR AND VIDEOGAMES
DISCHARGE : COUNTER-WARGAMING IN SPEC OPS: THE LINE
DIESES SCHRIFTSTCK WURDE MASCHINELL ERZEUGT.
|
any_adam_object | 1 |
author | Lenoir, Timothy 1948- |
author_GND | (DE-588)171739612 |
author_facet | Lenoir, Timothy 1948- |
author_role | aut |
author_sort | Lenoir, Timothy 1948- |
author_variant | t l tl |
building | Verbundindex |
bvnumber | BV044794187 |
callnumber-first | U - Military Science |
callnumber-label | U310 |
callnumber-raw | U310.2 |
callnumber-search | U310.2 |
callnumber-sort | U 3310.2 |
callnumber-subject | U - General Military Science |
ctrlnum | (OCoLC)1021327834 (DE-599)BVBBV044794187 |
dewey-full | 338.4/779392 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 338 - Production |
dewey-raw | 338.4/779392 |
dewey-search | 338.4/779392 |
dewey-sort | 3338.4 6779392 |
dewey-tens | 330 - Economics |
discipline | Wirtschaftswissenschaften |
era | Geschichte 1980- gnd |
era_facet | Geschichte 1980- |
format | Book |
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spelling | Lenoir, Timothy 1948- Verfasser (DE-588)171739612 aut The military-entertainment complex Tim Lenoir, Luke Caldwell Cambridge, Massachusetts Harvard University Press [2018] 265 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier MetaLABprojects Includes bibliographical references "With the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular entertainment. In the early days of the video game industry personnel and expertise flowed from contractors building military simulations to game companies; in a middle period the military drew significantly on the booming game industry to train troops; now in our cultural present media corporations and the military draw upon one another cyclically to predict the future of warfare. The book argues that commercial video wargame franchises commodified and marketed the weapons, tactics, and threat scenarios of the Pentagon's War on Terror. Many of the best-selling video games (and television and films) of the last five years depict small special forces units that can deploy at a moment's notice anywhere in the world against non-traditional enemies. This intermediation of media forms within the military-entertainment complex has shaped the popular imaginary of war in the post 9/11 era and has naturalized the Pentagon's vision of a new American way of warfare."... Geschichte 1980- gnd rswk-swf Computer war games Computer war games Social aspects United States War Computer simulation Social aspects United States Military art and science Computer simulation War in mass media War on Terrorism, 2001-2009, in mass media Video games industry Militär (DE-588)4039305-7 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Krieg Motiv (DE-588)4136410-7 gnd rswk-swf USA (DE-588)4078704-7 gnd rswk-swf USA (DE-588)4078704-7 g Videospiel (DE-588)4063465-6 s Krieg Motiv (DE-588)4136410-7 s Militär (DE-588)4039305-7 s Geschichte 1980- z DE-604 LoC Fremddatenuebernahme application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030189302&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Lenoir, Timothy 1948- The military-entertainment complex Computer war games Computer war games Social aspects United States War Computer simulation Social aspects United States Military art and science Computer simulation War in mass media War on Terrorism, 2001-2009, in mass media Video games industry Militär (DE-588)4039305-7 gnd Videospiel (DE-588)4063465-6 gnd Krieg Motiv (DE-588)4136410-7 gnd |
subject_GND | (DE-588)4039305-7 (DE-588)4063465-6 (DE-588)4136410-7 (DE-588)4078704-7 |
title | The military-entertainment complex |
title_auth | The military-entertainment complex |
title_exact_search | The military-entertainment complex |
title_full | The military-entertainment complex Tim Lenoir, Luke Caldwell |
title_fullStr | The military-entertainment complex Tim Lenoir, Luke Caldwell |
title_full_unstemmed | The military-entertainment complex Tim Lenoir, Luke Caldwell |
title_short | The military-entertainment complex |
title_sort | the military entertainment complex |
topic | Computer war games Computer war games Social aspects United States War Computer simulation Social aspects United States Military art and science Computer simulation War in mass media War on Terrorism, 2001-2009, in mass media Video games industry Militär (DE-588)4039305-7 gnd Videospiel (DE-588)4063465-6 gnd Krieg Motiv (DE-588)4136410-7 gnd |
topic_facet | Computer war games Computer war games Social aspects United States War Computer simulation Social aspects United States Military art and science Computer simulation War in mass media War on Terrorism, 2001-2009, in mass media Video games industry Militär Videospiel Krieg Motiv USA |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030189302&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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