Date : 2018
Type : Livre / Book
Langue / Language : anglais / English
ISBN : 978-0-674-72498-3
ISBN : 0-674-72498-4
EAN : 9780674724983
Jeux de guerre (jeux vidéo) -- Société -- États-Unis
Guerre -- Simulation par ordinateur -- Société -- États-Unis
Art et science militaires -- Simulation par ordinateur
Guerre contre le terrorisme (2001-2009) -- Dans les médias
Jeux vidéo -- Industrie et commerce
Classification Dewey : 355.48
Classification Dewey : 338.477 939 2
Collection : MetaLABprojects / Harvard University Press / Cambridge, Massachussetts : Harvard University Press , 201?
Résumé / Abstract : 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."