Monographie
The military-entertainment complex / Tim Lenoir, Luke Caldwell
Type de contenu
- Texte
Type de médiation
- sans médiation
Type de support
- Volume
Titre(s)
- The military-entertainment complex / Tim Lenoir, Luke Caldwell
Auteur(s)
Autre(s) auteur(s)
Publication
- Cambridge, Mass. London : Harvard university press, 2018
Description matérielle
- 1 vol. (265 pages) : ill. ; 21 cm
Collection
- MetaLABprojects
ISBN
- 978-0-674-72498-3
- 0-674-72498-4
EAN
- 9780674724983 br.
Appartient à la collection
- MetaLABprojects Harvard University Press Cambridge, Massachussetts Harvard University Press 201?
Classification décimale Dewey
- 355.48
Note sur les bibliographies et les index
- Webliogr.
Note sur le contenu
- 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
Résumé ou extrait
- Présentation de l'éditeur : "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."
Sujet - Nom commun
- Jeux de guerre (jeux vidéo)
- Jeux de guerre (jeux vidéo) -- Aspect social -- États-Unis
- Guerre -- Simulation par ordinateur -- Aspect social -- États-Unis
- Art et science militaires -- Simulation par ordinateur
- Guerre -- Dans les médias
- Guerre contre le terrorisme (2001-2009) -- Dans les médias
- Jeux vidéo -- Industrie et commerce
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