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  1. The military-entertainment complex
    Published: [2018]
    Publisher:  Harvard University Press, Cambridge, Massachusetts

    "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... more

    Bayerische Staatsbibliothek
    Unlimited inter-library loan, copies and loan

     

    "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."...

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780674724983
    Series: MetaLABprojects
    Subjects: Computer war games; Computer war games; War; Military art and science; War in mass media; War on Terrorism, 2001-2009, in mass media; Video games industry; Militär; Videospiel; Krieg <Motiv>
    Scope: 265 Seiten, Illustrationen
    Notes:

    Includes bibliographical references

  2. <<The>> military-entertainment complex
    Published: 2018; © 2018
    Publisher:  Harvard University Press, Cambridge, Massachusetts

    "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... more

    Kunsthochschule für Medien, Bibliothek / Mediathek
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Paderborn
    Unlimited inter-library loan, copies and loan

     

    "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."--

     

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  3. The military-entertainment complex
    Published: 2018
    Publisher:  Harvard University Press, Cambridge, Massachusetts

    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... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    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 "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."--

     

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  4. The military-entertainment complex
    Published: 2018
    Publisher:  Harvard University Press, Cambridge, Massachusetts

    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... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 39963
    Unlimited inter-library loan, copies and loan
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A 275223
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Mannheim
    2018 A 0241
    Unlimited inter-library loan, copies and loan

     

    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 "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."--

     

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