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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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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Lenoir, Timothy, 1948- (Autor), Caldwell, Luke (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, Massachusetts ; London, England : Harvard University Press, 2018.
Colección:MetaLABprojects.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Lenoir, Timothy,  |d 1948-  |e author. 
245 1 4 |a The military-entertainment complex  |h [electronic resource] /  |c Tim Lenoir, Luke Caldwell. 
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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. 
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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. 
650 0 |a War on Terrorism, 2001-2009, in mass media. 
650 0 |a Video games industry. 
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700 1 |a Caldwell, Luke,  |e author. 
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