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JSTOR_ocn940502025 |
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|a 9781479837182
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|a 1479837180
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|z 9781479848560
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|a 22573/ctt18j5brc
|b JSTOR
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|a U310
|b .P38 2016eb
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|a GAM
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|a 793.9/20285
|2 23
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|a UAMI
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|a Payne, Matthew Thomas,
|e author.
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|a Playing war :
|b military video games after 9/11 /
|c Matthew Thomas Payne.
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|a New York :
|b New York University Press,
|c [2016].
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|c ©2016
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|a 1 online resource (x, 273 pages) :
|b illustrations
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Includes bibliographical references and index.
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|a Introduction : welcome to ludic war -- Nintendo war 2.0 : towards a new modality of ludic war play -- The first-personal shooter : narrative subjectivity and sacrificial citizenship in the modern warfare series -- Fighting the good (preemptive) fight : American exceptionalism in Tom Clancy's military shooters -- Through a drone, darkly : visions of dystopic ludic war -- Marketing military realism : selling the gameplay modality of ludic war -- Promotion of self in everyday strife : gaming capital of the ludic soldier -- Conclusion : the ludification of war culture.
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|a Print version record.
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|a 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.--Publisher website
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|a JSTOR
|b Books at JSTOR Demand Driven Acquisitions (DDA)
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|a JSTOR
|b Books at JSTOR All Purchased
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|a War video games
|x Psychological aspects.
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|a War video games
|x Social aspects.
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|a Jeux vidéo de guerre
|x Aspect psychologique.
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|a Jeux vidéo de guerre
|x Aspect social.
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|a GAMES
|x Reference.
|2 bisacsh
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|a GAMES
|x Travel Games.
|2 bisacsh
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|a War video games
|x Psychological aspects.
|2 fast
|0 (OCoLC)fst00872699
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|a Alltag
|2 gnd
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|a Computerspiel
|2 gnd
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|a Gesellschaft
|2 gnd
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|a Kriegführung
|2 gnd
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|a Kriegsspiel
|2 gnd
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|a Subjektivität
|2 gnd
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|a Virtualisierung
|2 gnd
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0 |
8 |
|i Print version:
|a Payne, Matthew Thomas.
|t Playing war
|z 9781479848560
|w (DLC) 2015043165
|w (OCoLC)933211452
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856 |
4 |
0 |
|u https://jstor.uam.elogim.com/stable/10.2307/j.ctt18j8z64
|z Texto completo
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938 |
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|a Askews and Holts Library Services
|b ASKH
|n AH32972023
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|a De Gruyter
|b DEGR
|n 9781479837182
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|a EBL - Ebook Library
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