Playing War Military Video Games After 9/11
Materialtyp:
ArtikelUtgivningsinformation: New York New York University Press NYU Press [Imprint] 2016Innehållstyp: - text
- computer
- online resource
- 9781479837182
- 9781479848560
- Society and Social Sciences
- Society and culture: general
- Cultural and media studies
- Media studies
- Law
- Laws of specific jurisdictions and specific areas of law
- Entertainment and media law
- Entertainment and media law
- J Society and Social Sciences
- JB Society and culture
- JBC Cultural and media studies
- JBCT Media studies
- L Law
- LN Laws of specific jurisdictions and specific areas of law
- LNJ Entertainment and media law
- Media studies
- general
- thema EDItEUR
Open Access Unrestricted online access star
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.
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Creative Commons Licence cc by-nc-sa cc https://creativecommons.org/licenses/by-nc-sa/4.0/
eng
Freely available e-book