joystick soldiers the politics of play in military video games

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Joystick Soldiers

Author : Nina B. Huntemann
ISBN : 9781135842819
Genre : Games
File Size : 41. 53 MB
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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.

Flow Tv

Author : Michael Kackman
ISBN : 9781135850937
Genre : Art
File Size : 81. 40 MB
Format : PDF, ePub
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From viral videos on YouTube to mobile television on smartphones and beyond, TV has overflowed its boundaries. If Raymond Williams' concept of flow challenges the idea of a discrete television text, then convergence destabilizes the notion of television as a discrete object. Flow TV examines television in an age of technological, economic, and cultural convergence. Seeking to frame a new set of concerns for television studies in the 21st century, this collection of all new essays establishes television’s continued importance in a shifting media culture. Considering television and new media not as solely technical devices, but also as social technologies, the essays in this anthology insist that we turn our attention to the social, political, and cultural practices that surround and inform those devices' use. The contributors examine television through a range of critical approaches from formal and industrial analysis to critical technology studies, reception studies, political economy, and critiques of television's transnational flows. This volume grows out of the critical community formed around the popular online journal Flow: A Critical Form on Television and Media Culture (flowtv.org). It is ideal for courses in television studies or media convergence.

Playing War

Author : Matthew Thomas Payne
ISBN : 9781479895106
Genre : Social Science
File Size : 33. 17 MB
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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.

Performance Politics And The War On Terror

Author : Sara Brady
ISBN : 9780230367333
Genre : Performing Arts
File Size : 53. 19 MB
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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.

Gaming Globally

Author : N. Huntemann
ISBN : 9781137006332
Genre : Sports & Recreation
File Size : 50. 60 MB
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Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

The Routledge Companion To Military Research Methods

Author : Alison J. Williams
ISBN : 9781317042570
Genre : History
File Size : 79. 74 MB
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This new handbook is about the practices of conducting research on military issues.? As an edited collection, it brings together an extensive group of authors from a range of disciplinary perspectives whose chapters engage with the conceptual, practical and political questions raised when doing military research.? The book considers a wide range of questions around research about, on and with military organisations, personnel and activities, from diverse starting-points across the social sciences, arts and humanities. Each chapter in this volume: Describes the nature of the military research topic under scrutiny and explains what research practices were undertaken and why.? Discusses the author's research activities, addressing the nature of their engagement with their subjects and explaining how the method or approach under scrutiny was distinctive because of the military context or subject of the research.? Reflects on the author’s research experiences, and the specific, often unique, negotiations with the politics and practices of military institutions and military personnel before, during and after their research fieldwork.? The book provides a focussed overview of methodological approaches to critical studies of military personnel and institutions, and processes and practices of militarisation and militarism.? In particular, it engages with the growth in qualitative approaches to military research, particularly research carried out on military topics outside military research institutions. The handbook provides the reader with a comprehensive guide to how critical military research is being undertaken by social scientists and humanities scholars today, and sets out suggestions for future approaches to military research.? This book will be of much interest to students of military studies, war and conflict studies, and research methods in general.

The Evolution And Social Impact Of Video Game Economics

Author : Casey B. Hart
ISBN : 9781498543422
Genre : Language Arts & Disciplines
File Size : 88. 24 MB
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Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.

Militainment Inc

Author : Roger Stahl
ISBN : 9781135837495
Genre : Games
File Size : 65. 78 MB
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Militainment, Inc. offers provocative, sometimes disturbing insight into the ways that war is presented and viewed as entertainment—or "militainment"—in contemporary American popular culture. War has been the subject of entertainment for centuries, but Roger Stahl argues that a new interactive mode of militarized entertainment is recruiting its audience as virtual-citizen soldiers. The author examines a wide range of historical and contemporary media examples to demonstrate the ways that war now invites audiences to enter the spectacle as an interactive participant through a variety of channels—from news coverage to online video games to reality television. Simply put, rather than presenting war as something to be watched, the new interactive militainment presents war as something to be played and experienced vicariously. Stahl examines the challenges that this new mode of militarized entertainment poses for democracy, and explores the controversies and resistant practices that it has inspired. This volume is essential reading for anyone interested in the relationship between war and media, and it sheds surprising light on the connections between virtual battlefields and the international conflicts unfolding in Iraq and Afghanistan today.

Understanding Video Games

Author : Simon Egenfeldt-Nielsen
ISBN : 9781317533122
Genre : Games
File Size : 67. 48 MB
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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Persuasive Games

Author : Ian Bogost
ISBN : 9780262261944
Genre : Games
File Size : 79. 85 MB
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Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

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