The military-entertainment complex:
With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing n...
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Hauptverfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts ; London, England :
Harvard University Press,
2018.
|
Schriftenreihe: | MetaLABprojects.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror. While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare. In addition to obvious military-entertainment titles like America's Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war. |
Beschreibung: | 1 online resource. |
ISBN: | 9780674274730 0674274733 |
Internformat
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505 | 0 | 0 | |t Frontmatter -- |t Table of Contents -- |t Induction: The Military-Entertainment Complex and the Contemporary War Imaginary -- |t 1. From Battlezone to America's Army: The Defense Department and the Game Industry -- |t 2. Creating Repeat Consumers: Epic Realism and the Birth of the Wargame Franchise -- |t Windows -- |t 3. Coming to a Screen Near You: The RMA and Affective Entertainment -- |t 4. Press X to Hack: Cyberwar and Videogames -- |t Window -- |t Discharge: Counter-Wargaming in Spec Ops: The Line -- |t Endnotes -- |t Linkography -- |t Acknowledgments -- |t Credits |
520 | |a With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror. While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare. In addition to obvious military-entertainment titles like America's Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war. | ||
650 | 0 | |a War video games. | |
650 | 0 | |a War video games |x Social aspects |z United States. | |
650 | 0 | |a War |x Computer simulation |x Social aspects |z United States. | |
650 | 0 | |a Military art and science |x Computer simulation. | |
650 | 0 | |a War in mass media. |0 http://id.loc.gov/authorities/subjects/sh95000924 | |
650 | 0 | |a War on Terrorism, 2001-2009, in mass media. |0 http://id.loc.gov/authorities/subjects/sh2008001089 | |
650 | 0 | |a Video games industry. | |
650 | 6 | |a Jeux vidéo de guerre. | |
650 | 6 | |a Jeux vidéo de guerre |x Aspect social |z États-Unis. | |
650 | 6 | |a Guerre |x Simulation par ordinateur |x Aspect social |z États-Unis. | |
650 | 6 | |a Art et science militaires |x Simulation par ordinateur. | |
650 | 6 | |a Guerre dans les médias. | |
650 | 6 | |a Guerre contre le terrorisme, 2001-2009, dans les médias. | |
650 | 6 | |a Jeux vidéo |x Industrie. | |
650 | 7 | |a War video games |2 fast | |
650 | 7 | |a Military art and science |x Computer simulation |2 fast | |
650 | 7 | |a Video games industry |2 fast | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1282596053 |
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adam_text | |
any_adam_object | |
author | Lenoir, Timothy, 1948- Caldwell, Luke |
author_GND | http://id.loc.gov/authorities/names/n82111010 |
author_facet | Lenoir, Timothy, 1948- Caldwell, Luke |
author_role | aut aut |
author_sort | Lenoir, Timothy, 1948- |
author_variant | t l tl l c lc |
building | Verbundindex |
bvnumber | localFWS |
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 |
collection | ZDB-4-EBA |
contents | Frontmatter -- Table of Contents -- Induction: The Military-Entertainment Complex and the Contemporary War Imaginary -- 1. From Battlezone to America's Army: The Defense Department and the Game Industry -- 2. Creating Repeat Consumers: Epic Realism and the Birth of the Wargame Franchise -- Windows -- 3. Coming to a Screen Near You: The RMA and Affective Entertainment -- 4. Press X to Hack: Cyberwar and Videogames -- Window -- Discharge: Counter-Wargaming in Spec Ops: The Line -- Endnotes -- Linkography -- Acknowledgments -- Credits |
ctrlnum | (OCoLC)1282596053 |
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 |
format | Electronic eBook |
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spelling | Lenoir, Timothy, 1948- author. https://id.oclc.org/worldcat/entity/E39PBJcKGJy6CpjyY4X4b3cVmd http://id.loc.gov/authorities/names/n82111010 The military-entertainment complex [electronic resource] / Tim Lenoir, Luke Caldwell. Cambridge, Massachusetts ; London, England : Harvard University Press, 2018. 1 online resource. MetaLABprojects Frontmatter -- Table of Contents -- Induction: The Military-Entertainment Complex and the Contemporary War Imaginary -- 1. From Battlezone to America's Army: The Defense Department and the Game Industry -- 2. Creating Repeat Consumers: Epic Realism and the Birth of the Wargame Franchise -- Windows -- 3. Coming to a Screen Near You: The RMA and Affective Entertainment -- 4. Press X to Hack: Cyberwar and Videogames -- Window -- Discharge: Counter-Wargaming in Spec Ops: The Line -- Endnotes -- Linkography -- Acknowledgments -- Credits With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror. While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare. In addition to obvious military-entertainment titles like America's Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war. War video games. War video games Social aspects United States. War Computer simulation Social aspects United States. Military art and science Computer simulation. War in mass media. http://id.loc.gov/authorities/subjects/sh95000924 War on Terrorism, 2001-2009, in mass media. http://id.loc.gov/authorities/subjects/sh2008001089 Video games industry. Jeux vidéo de guerre. Jeux vidéo de guerre Aspect social États-Unis. Guerre Simulation par ordinateur Aspect social États-Unis. Art et science militaires Simulation par ordinateur. Guerre dans les médias. Guerre contre le terrorisme, 2001-2009, dans les médias. Jeux vidéo Industrie. War video games fast Military art and science Computer simulation fast Video games industry fast War in mass media fast War on Terrorism (2001-2009) in mass media fast United States fast https://id.oclc.org/worldcat/entity/E39PBJtxgQXMWqmjMjjwXRHgrq Caldwell, Luke, author. Print version: 9780674724983 0674724984 (DLC) 2016002081 (OCoLC)939910994 MetaLABprojects. http://id.loc.gov/authorities/names/no2014113954 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=3077226 Volltext |
spellingShingle | Lenoir, Timothy, 1948- Caldwell, Luke The military-entertainment complex MetaLABprojects. Frontmatter -- Table of Contents -- Induction: The Military-Entertainment Complex and the Contemporary War Imaginary -- 1. From Battlezone to America's Army: The Defense Department and the Game Industry -- 2. Creating Repeat Consumers: Epic Realism and the Birth of the Wargame Franchise -- Windows -- 3. Coming to a Screen Near You: The RMA and Affective Entertainment -- 4. Press X to Hack: Cyberwar and Videogames -- Window -- Discharge: Counter-Wargaming in Spec Ops: The Line -- Endnotes -- Linkography -- Acknowledgments -- Credits War video games. War video games Social aspects United States. War Computer simulation Social aspects United States. Military art and science Computer simulation. War in mass media. http://id.loc.gov/authorities/subjects/sh95000924 War on Terrorism, 2001-2009, in mass media. http://id.loc.gov/authorities/subjects/sh2008001089 Video games industry. Jeux vidéo de guerre. Jeux vidéo de guerre Aspect social États-Unis. Guerre Simulation par ordinateur Aspect social États-Unis. Art et science militaires Simulation par ordinateur. Guerre dans les médias. Guerre contre le terrorisme, 2001-2009, dans les médias. Jeux vidéo Industrie. War video games fast Military art and science Computer simulation fast Video games industry fast War in mass media fast War on Terrorism (2001-2009) in mass media fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95000924 http://id.loc.gov/authorities/subjects/sh2008001089 |
title | The military-entertainment complex |
title_alt | Frontmatter -- Table of Contents -- Induction: The Military-Entertainment Complex and the Contemporary War Imaginary -- 1. From Battlezone to America's Army: The Defense Department and the Game Industry -- 2. Creating Repeat Consumers: Epic Realism and the Birth of the Wargame Franchise -- Windows -- 3. Coming to a Screen Near You: The RMA and Affective Entertainment -- 4. Press X to Hack: Cyberwar and Videogames -- Window -- Discharge: Counter-Wargaming in Spec Ops: The Line -- Endnotes -- Linkography -- Acknowledgments -- Credits |
title_auth | The military-entertainment complex |
title_exact_search | The military-entertainment complex |
title_full | The military-entertainment complex [electronic resource] / Tim Lenoir, Luke Caldwell. |
title_fullStr | The military-entertainment complex [electronic resource] / Tim Lenoir, Luke Caldwell. |
title_full_unstemmed | The military-entertainment complex [electronic resource] / Tim Lenoir, Luke Caldwell. |
title_short | The military-entertainment complex |
title_sort | military entertainment complex |
topic | War video games. War video games Social aspects United States. War Computer simulation Social aspects United States. Military art and science Computer simulation. War in mass media. http://id.loc.gov/authorities/subjects/sh95000924 War on Terrorism, 2001-2009, in mass media. http://id.loc.gov/authorities/subjects/sh2008001089 Video games industry. Jeux vidéo de guerre. Jeux vidéo de guerre Aspect social États-Unis. Guerre Simulation par ordinateur Aspect social États-Unis. Art et science militaires Simulation par ordinateur. Guerre dans les médias. Guerre contre le terrorisme, 2001-2009, dans les médias. Jeux vidéo Industrie. War video games fast Military art and science Computer simulation fast Video games industry fast War in mass media fast War on Terrorism (2001-2009) in mass media fast |
topic_facet | War video games. War video 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. Jeux vidéo de guerre. Jeux vidéo de guerre Aspect social États-Unis. Guerre Simulation par ordinateur Aspect social États-Unis. Art et science militaires Simulation par ordinateur. Guerre dans les médias. Guerre contre le terrorisme, 2001-2009, dans les médias. Jeux vidéo Industrie. War video games Military art and science Computer simulation Video games industry War in mass media War on Terrorism (2001-2009) in mass media United States |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=3077226 |
work_keys_str_mv | AT lenoirtimothy themilitaryentertainmentcomplex AT caldwellluke themilitaryentertainmentcomplex AT lenoirtimothy militaryentertainmentcomplex AT caldwellluke militaryentertainmentcomplex |