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Joystick Soldiers

Joystick Soldiers PDF Author: Nina B. Huntemann
Publisher: Routledge
ISBN: 1135842817
Category : Games & Activities
Languages : en
Pages : 507

Book Description
Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with video game franchises like America’s Army, which was developed by the U.S.Army as a public relations and recruitment tool. This collection features all new essays that explore how modern warfare has been represented in and influenced by video games. The contributors explore the history and political economy of video games and the "military-entertainment complex;" present textual analyses of military-themed video games such as Metal Gear Solid; and offer reception studies of gamers, fandom, and political activism within online gaming.

Joystick Soldiers

Joystick Soldiers PDF Author: Nina B. Huntemann
Publisher: Routledge
ISBN: 1135842817
Category : Games & Activities
Languages : en
Pages : 507

Book Description
Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with video game franchises like America’s Army, which was developed by the U.S.Army as a public relations and recruitment tool. This collection features all new essays that explore how modern warfare has been represented in and influenced by video games. The contributors explore the history and political economy of video games and the "military-entertainment complex;" present textual analyses of military-themed video games such as Metal Gear Solid; and offer reception studies of gamers, fandom, and political activism within online gaming.

Guns, Grenades, and Grunts

Guns, Grenades, and Grunts PDF Author: Gerald A. Voorhees
Publisher: Bloomsbury Publishing USA
ISBN: 1441146261
Category : Social Science
Languages : en
Pages : 448

Book Description
Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.

Woke Gaming

Woke Gaming PDF Author: Kishonna L. Gray
Publisher: University of Washington Press
ISBN: 0295744197
Category : Social Science
Languages : en
Pages : 280

Book Description
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy�s Keep Me Occupied to Momo Pixel�s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

War Beyond the Battlefield

War Beyond the Battlefield PDF Author: David Grondin
Publisher: Routledge
ISBN: 1135711321
Category : History
Languages : en
Pages : 229

Book Description
In an effort to make sense of war beyond the battlefield in studying the wars that were captured under the rubric of the "War on Terror", this special issue book seeks to explore the complex spatial relationships between war and the spaces that one is not used to thinking of as the battlefield. It focuses on the conflicts that still animate the spaces and places where violence has been launched and that the war has not left untouched. In focusing on war beyond the battlefield, it is not that the battlefield as the place where war is waged has gone in smoke or has borne out of importance, it is rather the case that the battlefield has been dis-placed, re-designed, re-shaped and rethought through new spatializing practices of warfare. These new spaces of war – new in the sense that they are not traditionally thought of as spaces where war takes place or is brought to – are television screens, cellular phones and bandwidth, George W. Bush’s ranch in Crawford, Texas, videogames, popular culture sites, news media, blogs, and so on. These spaces of war beyond the battlefield are crucial to understanding what goes on the battlefield, in Iraq, Afghanistan, or in other fronts of the War on Terror (such as the homeland) – to understand how terror has globally been waged beyond the battlefield. This book was originally published as a special issue of Geopolitics.

Deep Violence

Deep Violence PDF Author: Joanna Bourke
Publisher: Catapult
ISBN: 1619025094
Category : Business & Economics
Languages : en
Pages : 224

Book Description
2014 marks the 100th anniversary of the declaration of the First World War, and with it comes a deluge of books, documentaries, feature films and radio programs. We will hear a great deal about the horror of the battlefield. Bourke acknowledges wider truths: war is unending and violence is deeply entrenched in our society. But it doesn't have to be this way. This book equips readers with an understanding of the history, culture and politics of warfare in order to interrogate and resist an increasingly violent world. Wounding the World investigates the ways that violence and war have become internalized in contemporary human consciousness in everything from the way we speak, to the way our children play with one another, to the way that we ascribe social characteristics to our guns and other weapons. With a remarkable depth of insight, Bourke argues for a radical overhaul of our collective stance towards militarism from one that simply aims to reduce violence against people to one that would eradicate all violence. Her message is judicious and vital: knowledge about weapons and the violence they bring has simply become too important to cast aside or leave to the experts.

Cultural Code

Cultural Code PDF Author: Phillip Penix-Tadsen
Publisher: MIT Press
ISBN: 0262334925
Category : Games & Activities
Languages : en
Pages : 345

Book Description
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

Masculinities in Play

Masculinities in Play PDF Author: Nicholas Taylor
Publisher: Springer
ISBN: 3319905813
Category : Language Arts & Disciplines
Languages : en
Pages : 291

Book Description
This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.

Designing Games for Ethics: Models, Techniques and Frameworks

Designing Games for Ethics: Models, Techniques and Frameworks PDF Author: Schrier, Karen
Publisher: IGI Global
ISBN: 160960122X
Category : Games & Activities
Languages : en
Pages : 406

Book Description
"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.

Destructive Sublime

Destructive Sublime PDF Author: Tanine Allison
Publisher: Rutgers University Press
ISBN: 0813597501
Category : Performing Arts
Languages : en
Pages : 310

Book Description
The American popular imagination has long portrayed World War II as the “good war,” fought by the “greatest generation” for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war’s harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games’ glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years—from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor—this book reveals how the genre’s aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself.

Performance, Politics, and the War on Terror

Performance, Politics, and the War on Terror PDF Author: Sara Brady
Publisher: Springer
ISBN: 023036733X
Category : Performing Arts
Languages : en
Pages : 185

Book Description
Using a performance studies lens, this book is a study of performance in the post-9/11 context of the so-called war on terror. It analyzes conventional theatre, political protest, performance art and other sites of performance to unpack the ways in which meaning has been made in the contemporary global sociopolitical environment.