Playing War: Military Video Games After 9/11
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...
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1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York, NY
New York University Press
[2016]
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Schlagworte: | |
Online-Zugang: | FAB01 FAW01 FHA01 FKE01 FLA01 UPA01 UBG01 FCO01 Volltext |
Zusammenfassung: | 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 |
Beschreibung: | Description based on online resource; title from PDF title page (publisher's Web site, viewed 23. Jul 2020) |
Beschreibung: | 1 online resource |
ISBN: | 9781479837182 |
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spelling | Payne, Matthew Thomas Verfasser aut Playing War Military Video Games After 9/11 Matthew Thomas Payne New York, NY New York University Press [2016] © 2016 1 online resource txt rdacontent c rdamedia cr rdacarrier Description based on online resource; title from PDF title page (publisher's Web site, viewed 23. Jul 2020) 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 In English SOCIAL SCIENCE / Media Studies bisacsh Computer war games Psychological aspects Computer war games Social aspects https://www.degruyter.com/isbn/9781479837182 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Payne, Matthew Thomas Playing War Military Video Games After 9/11 SOCIAL SCIENCE / Media Studies bisacsh Computer war games Psychological aspects Computer war games Social aspects |
title | Playing War Military Video Games After 9/11 |
title_auth | Playing War Military Video Games After 9/11 |
title_exact_search | Playing War Military Video Games After 9/11 |
title_exact_search_txtP | Playing War 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_short | Playing War |
title_sort | playing war military video games after 9 11 |
title_sub | Military Video Games After 9/11 |
topic | SOCIAL SCIENCE / Media Studies bisacsh Computer war games Psychological aspects Computer war games Social aspects |
topic_facet | SOCIAL SCIENCE / Media Studies Computer war games Psychological aspects Computer war games Social aspects |
url | https://www.degruyter.com/isbn/9781479837182 |
work_keys_str_mv | AT paynematthewthomas playingwarmilitaryvideogamesafter911 |