Publisher:
New York University Press, New York
;
OAPEN FOUNDATION, The Hague
Explores 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,...
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Explores 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.
Publisher:
New York University Press, New York
;
OAPEN FOUNDATION, The Hague
In Paris, a static video camera keeps watch on a bourgeois home. In Portland, a webcam documents the torture and murder of kidnap victims. And in clandestine intelligence offices around the world, satellite technologies relentlessly pursue the...
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In Paris, a static video camera keeps watch on a bourgeois home. In Portland, a webcam documents the torture and murder of kidnap victims. And in clandestine intelligence offices around the world, satellite technologies relentlessly pursue the targets of global conspiracies. Such plots represent only a fraction of the surveillance narratives that have become commonplace in recent cinema. Catherine Zimmer examines how technology and ideology have come together in cinematic form to play a functional role in the politics of surveillance. Drawing on the growing field of surveillance studies and the politics of contemporary monitoring practices, she demonstrates that screen narrative has served to organize political, racial, affective, and even material formations around and through surveillance. She considers how popular culture forms are intertwined with the current political landscape in which the imagery of anxiety, suspicion, war, and torture has become part of daily life. From Enemy of the State and The Bourne Series to Saw, Caché and Zero Dark Thirty, Surveillance Cinema explores in detail the narrative tropes and stylistic practices that characterize contemporary films and television series about surveillance.