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The Post-9/11 Video Game

The Post-9/11 Video Game PDF Author: Marc A. Ouellette
Publisher: McFarland
ISBN: 1476627002
Category : Social Science
Languages : en
Pages : 201

Book Description
This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.

The Post-9/11 Video Game

The Post-9/11 Video Game PDF Author: Marc A. Ouellette
Publisher: McFarland
ISBN: 1476627002
Category : Social Science
Languages : en
Pages : 201

Book Description
This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.

The Post-9/11 Video Game

The Post-9/11 Video Game PDF Author: Marc A. Ouellette
Publisher: McFarland
ISBN: 0786499028
Category : Social Science
Languages : en
Pages : 201

Book Description
This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.

Playing War

Playing War PDF Author: Matthew Thomas Payne
Publisher: NYU Press
ISBN: 1479895105
Category : Social Science
Languages : en
Pages : 284

Book Description
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.

Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon PDF Author: A. Jahn-Sudmann
Publisher: Springer
ISBN: 023058330X
Category : Social Science
Languages : en
Pages : 242

Book Description
Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Playing War

Playing War PDF Author: Matthew Thomas Payne
Publisher:
ISBN: 9781479837182
Category : GAMES
Languages : en
Pages :

Book Description


Firestorm

Firestorm PDF Author: Stephen Prince
Publisher: Columbia University Press
ISBN: 0231520085
Category : Performing Arts
Languages : en
Pages : 401

Book Description
It was believed that September 11th would make certain kinds of films obsolete, such as action thrillers crackling with explosions or high-casualty blockbusters where the hero escapes unscathed. While the production of these films did ebb, the full impact of the attacks on Hollywood's creative output is still taking shape. Did 9/11 force filmmakers and screenwriters to find new methods of storytelling? What kinds of movies have been made in response to 9/11, and are they factual? Is it even possible to practice poetic license with such a devastating, broadly felt tragedy? Stephen Prince is the first scholar to trace the effect of 9/11 on the making of American film. From documentaries like Fahrenheit 9/11 (2004) to zombie flicks, and from fictional narratives such as The Kingdom (2007) to Mike Nichols's Charlie Wilson's War (2007), Prince evaluates the extent to which filmmakers have exploited, explained, understood, or interpreted the attacks and the Iraq War that followed, including incidents at Abu Ghraib. He begins with pre-9/11 depictions of terrorism, such as Alfred Hitchcock's Sabotage (1936), and follows with studio and independent films that directly respond to 9/11. He considers documentary portraits and conspiracy films, as well as serial television shows (most notably Fox's 24) and made-for-TV movies that re-present the attacks in a broader, more intimate way. Ultimately Prince finds that in these triumphs and failures an exciting new era of American filmmaking has taken shape.

Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon PDF Author: Andreas Jahn-Sudmann
Publisher: Palgrave MacMillan
ISBN:
Category : Games & Activities
Languages : en
Pages : 266

Book Description
In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.

In the Shadow of the Towers

In the Shadow of the Towers PDF Author: Douglas Lain
Publisher: Skyhorse
ISBN: 1597808504
Category : Fiction
Languages : en
Pages : 430

Book Description
In the Shadow of the Towers compiles nearly twenty works of speculative fiction responding to and inspired by the events of 9/11, from writers seeking to confront, rebuild, and carry on, even in the face of overwhelming emotion. Writer and editor Douglas Lain presents a thought-provoking anthology featuring a variety of award-winning and best-selling authors, from Jeff VanderMeer (Annihilation) and Cory Doctorow (Little Brother) to Susan Palwick (Flying in Place) and James Morrow (Towing Jehovah). Touching on themes as wide-ranging as politics, morality, and even heartfelt nostalgia, today’s speculative fiction writers prove that the rubric of the fantastic offers an incomparable view into how we respond to tragedy. Each contributor, in his or her own way, contemplates the same question: How can we continue dreaming in the shadow of the towers? Skyhorse Publishing, under our Night Shade and Talos imprints, is proud to publish a broad range of titles for readers interested in science fiction (space opera, time travel, hard SF, alien invasion, near-future dystopia), fantasy (grimdark, sword and sorcery, contemporary urban fantasy, steampunk, alternative history), and horror (zombies, vampires, and the occult and supernatural), and much more. While not every title we publish becomes a New York Times bestseller, a national bestseller, or a Hugo or Nebula award-winner, we are committed to publishing quality books from a diverse group of authors.

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.

The Believer

The Believer PDF Author:
Publisher:
ISBN:
Category : Authors
Languages : en
Pages : 376

Book Description