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Joystick Soldiers by Nina B. Huntemann,Matthew Thomas Payne Pdf
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.
Performance, Politics, and the War on Terror by Sara Brady Pdf
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.
Masculinities in Play by Nicholas Taylor,Gerald Voorhees Pdf
This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.
In an effort to make sense of war beyond the battlefield in studying the wars that were captured under the rubric of the "War on Terror", this special issue book seeks to explore the complex spatial relationships between war and the spaces that one is not used to thinking of as the battlefield. It focuses on the conflicts that still animate the spaces and places where violence has been launched and that the war has not left untouched. In focusing on war beyond the battlefield, it is not that the battlefield as the place where war is waged has gone in smoke or has borne out of importance, it is rather the case that the battlefield has been dis-placed, re-designed, re-shaped and rethought through new spatializing practices of warfare. These new spaces of war – new in the sense that they are not traditionally thought of as spaces where war takes place or is brought to – are television screens, cellular phones and bandwidth, George W. Bush’s ranch in Crawford, Texas, videogames, popular culture sites, news media, blogs, and so on. These spaces of war beyond the battlefield are crucial to understanding what goes on the battlefield, in Iraq, Afghanistan, or in other fronts of the War on Terror (such as the homeland) – to understand how terror has globally been waged beyond the battlefield. This book was originally published as a special issue of Geopolitics.
Remote Warfare by Rebecca A. Adelman,David Kieran Pdf
Considers how people have confronted, challenged, and resisted remote warfare Drone warfare is now a routine, if not predominant, aspect of military engagement. Although this method of delivering violence at a distance has been a part of military arsenals for two decades, scholarly debate on remote warfare writ large has remained stuck in tired debates about practicality, efficacy, and ethics. Remote Warfare broadens the conversation, interrogating the cultural and political dimensions of distant warfare and examining how various stakeholders have responded to the reality of state-sponsored remote violence. The essays here represent a panoply of viewpoints, revealing overlooked histories of remoteness, novel methodologies, and new intellectual challenges. From the story arc of Homeland to redefining the idea of a “warrior,” these thirteen pieces consider the new nature of surveillance, similarities between killing with drones and gaming, literature written by veterans, and much more. Timely and provocative, Remote Warfare makes significant and lasting contributions to our understanding of drones and the cultural forces that shape and sustain them. Contributors: Syed Irfan Ashraf, U of Peshawar, Pakistan; Jens Borrebye Bjering, U of Southern Denmark; Annika Brunck, U of Tübingen; David A. Buchanan, U.S. Air Force Academy; Owen Coggins, Open U; Andreas Immanuel Graae, U of Southern Denmark; Brittany Hirth, Dickinson State U; Tim Jelfs, U of Groningen; Ann-Katrine S. Nielsen, Aarhus U; Nike Nivar Ortiz, U of Southern California; Michael Richardson, U of New South Wales; Kristin Shamas, U of Oklahoma; Sajdeep Soomal; Michael Zeitlin, U of British Columbia.
A free open access ebook is available upon publication. Learn more at www.luminosoa.org. This boldly original book traces the evolution of documentary film and photography as they migrated onto digital platforms during the first decades of the twenty-first century. Kris Fallon examines the emergence of several key media forms—social networking and crowdsourcing, video games and virtual environments, big data and data visualization—and demonstrates the formative influence of political conflict and the documentary film tradition on their evolution and cultural integration. Focusing on particular moments of political rupture, Fallon argues that the ideological rifts of the period inspired the adoption and adaptation of newly available technologies to encourage social mobilization and political action, a function performed for much of the previous century by independent documentary film. Positioning documentary film and digital media side by side in the political sphere, Fallon asserts that “truth” now lies in a new set of media forms and discursive practices that implicitly shape the documentation of everything from widespread cultural spectacles like wars and presidential elections to more invisible or isolated phenomena like the Abu Ghraib torture scandal or the “fake news” debates of 2016.
Deconstructing the Education-Industrial Complex in the Digital Age by Loveless, Douglas,Sullivan, Pamela,Dredger, Katie,Burns, Jim Pdf
Developments in the education field are affected by numerous, and often conflicting, social, cultural, and economic factors. With the increasing corporatization of education, teaching and learning paradigms are continuously altered. Deconstructing the Education-Industrial Complex in the Digital Age is an authoritative reference source for the latest scholarly research on the shifting structure of school models in response to technological advances and corporate presence in educational contexts. Highlighting a comprehensive range of pertinent topics, such as teacher education, digital literacy, and neoliberalism, this book is ideally designed for educators, professionals, graduate students, researchers, and academics interested in the implications of the education-industrial complex.
The Military-Entertainment Complex by Tim Lenoir,Luke Caldwell Pdf
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.
Functional Capabilities of Four Virtual Individual Combatant (VIC) Simulator Technologies by Anonim Pdf
"This research describes the results of an independent assesment of the functional capabilities of four virtual individual combatant (VIC) simulators. Infantry soldiers were given the opportunity to operate each VIC in a series of squad-based scenarios requiring the performance of both individual and collective tasks in a desert or urban setting. The results indicated that the more realistic the action or equipment used and the more reliable the VIC, the more the soldiers liked that system. An important consideration in the development of future generation VICS is the specific purpose (s) to be served by these systems, e.g., mission planning and rehearsal versus training individual soldier skills. The data collected from this research provide an important first step in the development of a set of dismounted infantry requirements for manned simulators that will support the integration of the individual soldier into the virtual battlefield."--DTIC.
Guns, Grenades, and Grunts by Gerald A. Voorhees,Joshua Call,Katie Whitlock Pdf
Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
Choreographies of 21st Century Wars by Gay Morris,Jens Richard Giersdorf Pdf
Wars in this century are radically different from the major conflicts of the 20th century--more amorphous, asymmetrical, globally connected, and unending. Choreographies of 21st Century Wars is the first book to analyze the interface between choreography and wars in this century, a pertinent inquiry since choreography has long been linked to war and military training. The book draws on recent political theory that posits shifts in the kinds of wars occurring since the First and Second World Wars and the Cold War, all of which were wars between major world powers. Given the dominance of today's more indeterminate, asymmetrical, less decisive wars, we ask if choreography, as an organizing structure and knowledge system, might not also need revision in order to reflect on, and intercede in, a globalized world of continuous warfare. In an introduction and sixteen chapters, authors from a number of disciplines investigate how choreography and war in this century impinge on each other. Choreographers write of how they have related to contemporary war in specific works, while other contributors investigate the interconnections between war and choreography through theatrical works, dances, military rituals and drills, the choreography of video war games and television shows. Issues investigated include torture and terror, the status of war refugees, concerns surrounding fighting and peacekeeping soldiers, national identity tied to military training, and more. The anthology is of interest to scholars in dance, performance, theater, and cultural studies, as well as the social sciences.
The Ashgate Research Companion to Moral Panics by Charles Krinsky Pdf
The Ashgate Research Companion to Moral Panics offers a comprehensive assemblage of cutting-edge critical and theoretical perspectives on the concept of moral panic. All chapters represent original research by many of the most influential theorists and researchers now working in the area of moral panic, including Nachman Ben-Yehuda and Erich Goode, Joel Best, Chas Critcher, Mary deYoung, Alan Hunt, Toby Miller, Willem Schinkel, Kenneth Thompson, Sheldon Ungar, and Grazyna Zajdow. Chapters come from a range of disciplines, including media studies, literary studies, history, legal studies, and sociology, with significant new elaborations on the concept of moral panic (and its future), informed and powerful critiques, and detailed empirical studies from several continents. A clear and comprehensive survey of a concept that is increasingly influential in a number of disciplines as well as in popular culture, this collection of the latest research in the field addresses themes including the evolution of the moral panic concept, sex panics, media panics, moral panics over children and youth, and the future of the moral panic concept.
The American popular imagination has long portrayed World War II as the “good war,” fought by the “greatest generation” for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war’s harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games’ glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years—from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor—this book reveals how the genre’s aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself.
Zones of Control by Pat Harrigan,Matthew G. Kirschenbaum Pdf
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