Militainment, Inc

Militainment, Inc PDF Author: Roger Stahl
Publisher:
ISBN: 9780415999786
Category : Games
Languages : en
Pages : 209

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Book Description
Offers insight into the ways that war is presented and viewed as entertainment - or 'militainment' - in contemporary American popular culture. This book argues that an interactive mode of militarized entertainment is recruiting its audience as virtual-citizen soldiers

Militainment, Inc.

Militainment, Inc. PDF Author: Roger Stahl
Publisher: Routledge
ISBN: 113583749X
Category : Games
Languages : en
Pages : 224

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Book Description
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.

Reconfigurations of Authority, Power and Territoriality

Reconfigurations of Authority, Power and Territoriality PDF Author: Rosow, Stephen J.
Publisher: Edward Elgar Publishing
ISBN: 1788977696
Category : Political Science
Languages : en
Pages : 160

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Book Description
Expansive and engaging, this book investigates the fluidity of sites of power and authority in global politics. Examining the key shifts and turns of politics in globally oriented spaces since the end of the Cold War, contributions from leading scholars explore the continually shifting parameters of global governance.

Hollywood and Africa

Hollywood and Africa PDF Author: Dokotum, Okaka Opio
Publisher: NISC (Pty) Ltd
ISBN: 1920033661
Category : Performing Arts
Languages : en
Pages : 334

Get Book

Book Description
Hollywood and Africa - recycling the ‘Dark Continent’ myth from 1908–2020 is a study of over a century of stereotypical Hollywood film productions about Africa. It argues that the myth of the Dark Continent continues to influence Western cultural productions about Africa as a cognitive-based system of knowledge, especially in history, literature and film. Hollywood and Africa identifies the ‘colonial mastertext’ of the Dark Continent mythos by providing a historiographic genealogy and context for the term’s development and consolidation. An array of literary and paraliterary film adaptation theories are employed to analyse the deep genetic strands of Hollywood–Africa film adaptations. The mutations of the Dark Continent mythos across time and space are then tracked through the classical, neoclassical and new wave Hollywood–Africa phases in order to illustrate how Hollywood productions about Africa recycle, revise, reframe, reinforce, transpose, interrogate — and even critique — these tropes of Darkest Africa while sustaining the colonial mastertext and rising cyberactivism against Hollywood’s whitewashing of African history.

Zones of Control

Zones of Control PDF Author: Pat Harrigan
Publisher: MIT Press
ISBN: 026233495X
Category : Games & Activities
Languages : en
Pages : 848

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Book Description
Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong

The Military-Entertainment Complex

The Military-Entertainment Complex PDF Author: Tim Lenoir
Publisher: Harvard University Press
ISBN: 0674724984
Category : Social Science
Languages : en
Pages : 265

Get Book

Book Description
With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror. While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare. In addition to obvious military-entertainment titles like AmericaÕs Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the publicÕs imagination of war in the post-9/11 era and naturalized the U.S. PentagonÕs vision of a new way of war.

The Palgrave Handbook of Artistic and Cultural Responses to War since 1914

The Palgrave Handbook of Artistic and Cultural Responses to War since 1914 PDF Author: Martin Kerby
Publisher: Springer
ISBN: 3319969862
Category : History
Languages : en
Pages : 582

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Book Description
This handbook explores a diverse range of artistic and cultural responses to modern conflict, from Mons in the First World War to Kabul in the twenty-first century. With over thirty chapters from an international range of contributors, ranging from the UK to the US and Australia, and working across history, art, literature, and media, it offers a significant interdisciplinary contribution to the study of modern war, and our artistic and cultural responses to it. The handbook is divided into three parts. The first part explores how communities and individuals responded to loss and grief by using art and culture to assimilate the experience as an act of survival and resilience. The second part explores how conflict exerts a powerful influence on the expression and formation of both individual, group, racial, cultural and national identities and the role played by art, literature, and education in this process. The third part moves beyond the actual experience of conflict and its connection with issues of identity to explore how individuals and society have made use of art and culture to commemorate the war. In this way, it offers a unique breadth of vision and perspective, to explore how conflicts have been both represented and remembered since the early twentieth century.

Light It Up

Light It Up PDF Author: John Pettegrew
Publisher: JHU Press
ISBN: 1421417855
Category : History
Languages : en
Pages : 215

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Book Description
The Postmasculinist Marines and New Optics of Combat -- The Gladiator Robot and the Critique of Remote Warfare -- 6 Synthetic Visions of War: Conclusion and Epilogue -- Biopolitics and the Costs of War -- Digital Culture and the Computational Marine -- Subjectivity Lives and Dies -- Notes -- Essay on Primary Sources -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Y -- Z

Literature, Rhetoric and Values

Literature, Rhetoric and Values PDF Author: Randy Allen Harris
Publisher: Cambridge Scholars Publishing
ISBN: 1443865060
Category : Literary Criticism
Languages : en
Pages : 260

Get Book

Book Description
The essays in this collection combine cutting-edge literary and rhetorical scholarship to investigate the evolving values of the modern world, confronting such issues as torture, genocide, environmental apocalypse, and post-traumatic stress syndrome. First delivered as part of the vibrant ideas exchange of an international conference, they are the product of rigorous selection and review undertaken with an emphasis on their complementarity. The authors include established scholars such as gr ...

America's Digital Army

America's Digital Army PDF Author: Robertson Allen
Publisher: U of Nebraska Press
ISBN: 1496200632
Category : Games & Activities
Languages : en
Pages : 240

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Book Description
America’s Digital Army is an ethnographic study of the link between interactive entertainment and military power, drawing on Robertson Allen’s fieldwork observing video game developers, military strategists, U.S. Army marketing agencies, and an array of defense contracting companies that worked to produce the official U.S. Army video game, America’s Army. Allen uncovers the methods by which gaming technologies such as America’s Army, with military funding and themes, engage in a militarization of American society that constructs everyone, even nonplayers of games, as virtual soldiers available for deployment. America’s Digital Army examines the army’s desire for “talented” soldiers capable of high-tech work; beliefs about America’s enemies as reflected in the game’s virtual combatants; tensions over best practices in military recruiting; and the sometimes overlapping cultures of gamers, game developers, and soldiers. Allen reveals how binary categorizations such as soldier versus civilian, war versus game, work versus play, and virtual versus real become blurred—if not broken down entirely—through games and interactive media that reflect the U.S. military’s ludic imagination of future wars, enemies, and soldiers.

Militainment, Inc

Militainment, Inc PDF Author: Roger Stahl
Publisher:
ISBN: 9780415999786
Category : Games
Languages : en
Pages : 209

View

Book Description
Offers insight into the ways that war is presented and viewed as entertainment - or 'militainment' - in contemporary American popular culture. This book argues that an interactive mode of militarized entertainment is recruiting its audience as virtual-citizen soldiers

Militainment, Inc.

Militainment, Inc. PDF Author: Roger Stahl
Publisher: Routledge
ISBN: 113583749X
Category : Games
Languages : en
Pages : 224

View

Book Description
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.

Reconfigurations of Authority, Power and Territoriality

Reconfigurations of Authority, Power and Territoriality PDF Author: Rosow, Stephen J.
Publisher: Edward Elgar Publishing
ISBN: 1788977696
Category : Political Science
Languages : en
Pages : 160

View

Book Description
Expansive and engaging, this book investigates the fluidity of sites of power and authority in global politics. Examining the key shifts and turns of politics in globally oriented spaces since the end of the Cold War, contributions from leading scholars explore the continually shifting parameters of global governance.

Hollywood and Africa

Hollywood and Africa PDF Author: Dokotum, Okaka Opio
Publisher: NISC (Pty) Ltd
ISBN: 1920033661
Category : Performing Arts
Languages : en
Pages : 334

View

Book Description
Hollywood and Africa - recycling the ‘Dark Continent’ myth from 1908–2020 is a study of over a century of stereotypical Hollywood film productions about Africa. It argues that the myth of the Dark Continent continues to influence Western cultural productions about Africa as a cognitive-based system of knowledge, especially in history, literature and film. Hollywood and Africa identifies the ‘colonial mastertext’ of the Dark Continent mythos by providing a historiographic genealogy and context for the term’s development and consolidation. An array of literary and paraliterary film adaptation theories are employed to analyse the deep genetic strands of Hollywood–Africa film adaptations. The mutations of the Dark Continent mythos across time and space are then tracked through the classical, neoclassical and new wave Hollywood–Africa phases in order to illustrate how Hollywood productions about Africa recycle, revise, reframe, reinforce, transpose, interrogate — and even critique — these tropes of Darkest Africa while sustaining the colonial mastertext and rising cyberactivism against Hollywood’s whitewashing of African history.

Zones of Control

Zones of Control PDF Author: Pat Harrigan
Publisher: MIT Press
ISBN: 026233495X
Category : Games & Activities
Languages : en
Pages : 848

View

Book Description
Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong

The Military-Entertainment Complex

The Military-Entertainment Complex PDF Author: Tim Lenoir
Publisher: Harvard University Press
ISBN: 0674724984
Category : Social Science
Languages : en
Pages : 265

View

Book Description
With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror. While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare. In addition to obvious military-entertainment titles like AmericaÕs Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the publicÕs imagination of war in the post-9/11 era and naturalized the U.S. PentagonÕs vision of a new way of war.

The Palgrave Handbook of Artistic and Cultural Responses to War since 1914

The Palgrave Handbook of Artistic and Cultural Responses to War since 1914 PDF Author: Martin Kerby
Publisher: Springer
ISBN: 3319969862
Category : History
Languages : en
Pages : 582

View

Book Description
This handbook explores a diverse range of artistic and cultural responses to modern conflict, from Mons in the First World War to Kabul in the twenty-first century. With over thirty chapters from an international range of contributors, ranging from the UK to the US and Australia, and working across history, art, literature, and media, it offers a significant interdisciplinary contribution to the study of modern war, and our artistic and cultural responses to it. The handbook is divided into three parts. The first part explores how communities and individuals responded to loss and grief by using art and culture to assimilate the experience as an act of survival and resilience. The second part explores how conflict exerts a powerful influence on the expression and formation of both individual, group, racial, cultural and national identities and the role played by art, literature, and education in this process. The third part moves beyond the actual experience of conflict and its connection with issues of identity to explore how individuals and society have made use of art and culture to commemorate the war. In this way, it offers a unique breadth of vision and perspective, to explore how conflicts have been both represented and remembered since the early twentieth century.

Light It Up

Light It Up PDF Author: John Pettegrew
Publisher: JHU Press
ISBN: 1421417855
Category : History
Languages : en
Pages : 215

View

Book Description
The Postmasculinist Marines and New Optics of Combat -- The Gladiator Robot and the Critique of Remote Warfare -- 6 Synthetic Visions of War: Conclusion and Epilogue -- Biopolitics and the Costs of War -- Digital Culture and the Computational Marine -- Subjectivity Lives and Dies -- Notes -- Essay on Primary Sources -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Y -- Z

Literature, Rhetoric and Values

Literature, Rhetoric and Values PDF Author: Randy Allen Harris
Publisher: Cambridge Scholars Publishing
ISBN: 1443865060
Category : Literary Criticism
Languages : en
Pages : 260

View

Book Description
The essays in this collection combine cutting-edge literary and rhetorical scholarship to investigate the evolving values of the modern world, confronting such issues as torture, genocide, environmental apocalypse, and post-traumatic stress syndrome. First delivered as part of the vibrant ideas exchange of an international conference, they are the product of rigorous selection and review undertaken with an emphasis on their complementarity. The authors include established scholars such as gr ...

America's Digital Army

America's Digital Army PDF Author: Robertson Allen
Publisher: U of Nebraska Press
ISBN: 1496200632
Category : Games & Activities
Languages : en
Pages : 240

View

Book Description
America’s Digital Army is an ethnographic study of the link between interactive entertainment and military power, drawing on Robertson Allen’s fieldwork observing video game developers, military strategists, U.S. Army marketing agencies, and an array of defense contracting companies that worked to produce the official U.S. Army video game, America’s Army. Allen uncovers the methods by which gaming technologies such as America’s Army, with military funding and themes, engage in a militarization of American society that constructs everyone, even nonplayers of games, as virtual soldiers available for deployment. America’s Digital Army examines the army’s desire for “talented” soldiers capable of high-tech work; beliefs about America’s enemies as reflected in the game’s virtual combatants; tensions over best practices in military recruiting; and the sometimes overlapping cultures of gamers, game developers, and soldiers. Allen reveals how binary categorizations such as soldier versus civilian, war versus game, work versus play, and virtual versus real become blurred—if not broken down entirely—through games and interactive media that reflect the U.S. military’s ludic imagination of future wars, enemies, and soldiers.