Atnaujinkite slapukų nuostatas

El. knyga: War Games: Memory, Militarism and the Subject of Play

Edited by (London South Bank University, UK), Edited by (UiT Tromsų, Norway)
  • Formatas: 288 pages
  • Išleidimo metai: 12-Dec-2019
  • Leidėjas: Bloomsbury Academic USA
  • Kalba: eng
  • ISBN-13: 9781501351174
  • Formatas: 288 pages
  • Išleidimo metai: 12-Dec-2019
  • Leidėjas: Bloomsbury Academic USA
  • Kalba: eng
  • ISBN-13: 9781501351174

DRM apribojimai

  • Kopijuoti:

    neleidžiama

  • Spausdinti:

    neleidžiama

  • El. knygos naudojimas:

    Skaitmeninių teisių valdymas (DRM)
    Leidykla pateikė šią knygą šifruota forma, o tai reiškia, kad norint ją atrakinti ir perskaityti reikia įdiegti nemokamą programinę įrangą. Norint skaityti šią el. knygą, turite susikurti Adobe ID . Daugiau informacijos  čia. El. knygą galima atsisiųsti į 6 įrenginius (vienas vartotojas su tuo pačiu Adobe ID).

    Reikalinga programinė įranga
    Norint skaityti šią el. knygą mobiliajame įrenginyje (telefone ar planšetiniame kompiuteryje), turite įdiegti šią nemokamą programėlę: PocketBook Reader (iOS / Android)

    Norint skaityti šią el. knygą asmeniniame arba „Mac“ kompiuteryje, Jums reikalinga  Adobe Digital Editions “ (tai nemokama programa, specialiai sukurta el. knygoms. Tai nėra tas pats, kas „Adobe Reader“, kurią tikriausiai jau turite savo kompiuteryje.)

    Negalite skaityti šios el. knygos naudodami „Amazon Kindle“.

Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.

This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

Recenzijos

The volume is separated into three interrelated thematic sections: 'Militarism and the Gaming Subject' addresses players situatedness within military-themed games; 'Playing War, History, and Memory' looks at the role of games in influencing military history and cultural memory; and 'Wargames/Peacegames' focuses on how conceptual frameworks are embedded in military-themed games. Though the volume addresses both analog and digital games, it focuses on events in Europe and European games. This is a boon not a limitation in that it adds depth, richness, and specificity to the study of both games and the cultural/historical perspectives addressed. The game This War of Mine, which is based on the living conditions and atrocities civilians endured during the Siege of Sarajevo, is treated in more than one essay Summing Up: Highly recommended. Upper-division undergraduates through faculty; professionals. * CHOICE * The impressive range of perspectives in this collection bring new insight and nuance to the expanding field of war and games. * Debra Ramsay, Lecturer in Film, University of Exeter, UK * Beginning with the predominant tension, and indeed contradiction, between war and games, Hammond and Pötzsch have put together a remarkable collection of essays which at turns surprises, challenges and even provokes the reader into engaging with a core theme running through historical and military themed video games. Namely, how can games (a theoretically ludic and playful medium) deal with war (a vicious and destructive phenomenon which is anything but playful)? The answers to this core question vary from one contributor to another. Some offer approaches from the perspectives of historical enquiry and critical theory. Others are involved in questions of player identification, empathy and collective or public memory. Still others use reception methods like participant observation and empirical fieldwork to understand what players take away from this fundamentally interactive medium of games. What all of the responses in this carefully and cleverly edited collection do offer, however, is a sustained and thoughtful meditation on the centrality of conflict to ludology, ludology to conflict, and the effects of wargaming on players, games, society and the industry. An excellent compendium for an era dominated by war and mediated simulacra of warfare, War Games has brought together some of the cutting-edge scholars working in the emerging discipline of historical gaming to produce a meaningful and important discussion of how war and games are critically and culturally enmeshed in twenty-first-century society. * Dr. Andrew B.R. Elliott, Senior Lecturer in Media and Cultural Studies, University of Lincoln, UK *

Daugiau informacijos

Investigates the changing relations between videogames, militarism, war, cultural memory, and history.
List of Figures
vii
Notes on Contributors ix
Acknowledgements xii
1 Introduction: Studying War And Games
1(16)
Philip Hammond
Holger Potzsch
PART I Militarism and the Gaming Subject
2 Reality Check: Videogames As Propaganda For Inauthentic War
17(20)
Philip Hammond
3 Playing In The End Times: Wargames, Resilience And The Art Of Failure
37(16)
Kevin Mcsorley
4 The Political Economy Of Wargames: The Production Of History And Memory In Military Video Games
53(20)
Emil Lundedal Hammar
Jamie Woodcock
5 Understanding War Game Experiences: Applying Multiple Player Perspectives To Game Analysis
73(18)
Kristine Jorgensen
PART II Playing War, History and Memory
6 Playing The Historical Fantastic: Zombies, Mecha-Nazis And Making Meaning About The Past Through
91(20)
Metaphor Adam Chapman
7 Machine(s) Of Narrative Security: Mnemonic Hegemony And Polish Games About Violent Conflicts
111(24)
Piotr Sterczewski
8 National Memories And The First World War: The Many Sides Of Battlefield 1
135(20)
Chris Kempshall
9 Let's Play War: Cultural Memory, Celebrities And Appropriations Of The Past
155(24)
Stephanie De Smale
PART III Wargames/Peacegames
10 The Wargame Legacy: How Wargames Shaped The Roleplaying Experience From Tabletop To Digital Games
179(22)
Dimitra Nikolaidou
11 Critical War Game Development: Lessons Learned From Attentat 1942
201(22)
Vit Sisler
12 Simulating War Dynamics: A Case Study Of The Game-Based Learning Exercise Mission Z: One Last Chance
223(18)
Joakim Arney
13 Positioning Players As Political Subjects: Forms Of Estrangement And The Presentation Of War In This War Of Mine And Spec Ops: The Line
241(18)
Holger Potzsch
14 Afterword: War/Game
259(4)
Matthew Thomas Payne
Index 263
Philip Hammond is Professor of Media and Communications at London South Bank University, UK. His previous publications include Media, War and Postmodernity (2007) and Screens of Terror (2011).

Holger Pötzsch is Associate Professor in Media and Documentation Studies at UiT - The Arctic University of Norway. He publishes widely in such journals as Games & Culture, Game Studies, and New Media and Society.