In this Book

summary
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.
 
 

Table of Contents

  1. Cover
  2. restricted access Download |
  1. Title Page, Copyright, Dedication
  2. pp. i-vi
  3. restricted access Download |
  1. Contents
  2. pp. vii-viii
  3. restricted access Download |
  1. Acknowledgments
  2. pp. ix-x
  3. restricted access Download |
  1. Introduction: Welcome to Ludic War
  2. pp. 1-34
  3. restricted access Download |
  1. 1. Nintendo War 2.0: Toward a New Modality of Ludic War Play
  2. pp. 35-68
  3. restricted access Download |
  1. 2. The First-Personal Shooter: Narrative Subjectivity and Sacrificial Citizenship in the Modern Warfare Series
  2. pp. 69-94
  3. restricted access Download |
  1. 3. Fighting the Good (Preemptive) Fight: American Exceptionalism in Tom Clancy’s Military Shooters
  2. pp. 95-115
  3. restricted access Download |
  1. 4. Through a Drone, Darkly: Visions of Dystopic Ludic War
  2. pp. 116-144
  3. restricted access Download |
  1. 5. Marketing Military Realism: Selling the Gameplay Modality of Ludic War
  2. pp. 145-169
  3. restricted access Download |
  1. 6. Promotion of Self in Everyday Strife: Gaming Capital of the Ludic Soldier
  2. pp. 170-200
  3. restricted access Download |
  1. Conclusion: The Ludification of War Culture
  2. pp. 201-212
  3. restricted access Download |
  1. Notes
  2. pp. 213-242
  3. restricted access Download |
  1. Gameography
  2. pp. 243-246
  3. restricted access Download |
  1. Bibliography
  2. pp. 247-264
  3. restricted access Download |
  1. Index
  2. pp. 265-272
  3. restricted access Download |
  1. About the Author
  2. p. 273
  3. restricted access Download |

Additional Information

ISBN
9781479837182
Print ISBN
9781479848560
MARC Record
OCLC
940502025
Pages
288
Launched on MUSE
2016-12-06
Language
English
Open Access
N
Back To Top

This website uses cookies to ensure you get the best experience on our website. Without cookies your experience may not be seamless.