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The Post 9 11 Video Game


The Post 9 11 Video Game
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The Post 9 11 Video Game


The Post 9 11 Video Game
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Author : Marc A. Ouellette
language : en
Publisher: McFarland
Release Date : 2017-03-17

The Post 9 11 Video Game written by Marc A. Ouellette and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-17 with Social Science categories.


This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.



The Post 9 11 Video Game


The Post 9 11 Video Game
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Author : Marc A. Ouellette
language : en
Publisher: McFarland
Release Date : 2017-03-22

The Post 9 11 Video Game written by Marc A. Ouellette and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-22 with Social Science categories.


This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.



Playing War


Playing War
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Author : Matthew Thomas Payne
language : en
Publisher:
Release Date : 2016

Playing War written by Matthew Thomas Payne and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with GAMES categories.




Differences In Design


Differences In Design
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Author : Nicolas J. LaLone
language : en
Publisher:
Release Date : 2012

Differences In Design written by Nicolas J. LaLone and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Video games categories.


Video games are constructed through a bundle of processes meant to imitate an understanding of the world through the associations of the technology used to create a game and a design team. From opening doors to courting a mate, videogames can and do explore a wide variety of societal structures. This thesis presents an examination of the processes that occur within and during the making of 12 action videogames made between the years 1996 and 2006. It examines the intent of game makers by analyzing the content of videogames cross-referenced with fan-produced archival playthroughs of these games. Using the 2001 World Trade Center attacks, a point at which the American collective consciousness changed, I aim to display how local culture influences video games and how video games imitate that change. My preliminary results suggest that video games do typically pull from the local culture. Games from 1996 generally imitate the fear of scientific progress and environmental destruction. By 2005, videogames imitate post-2001 culture through a greater focus on war safety through constant companionship, nesting or development of a living space that is constantly under attack, and antagonists changing from world-conquering leaders or scientists to an unknown, obtusely motivated charismatic enemy. As such, videogames are a means through which sociologists can examine the associations between technology, people as developers, and players. This research has important implications for the current state of public discourse about videogames that is typically focused on negative effects.



Islamism And Cultural Expression In The Arab World


Islamism And Cultural Expression In The Arab World
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Author : Abir Hamdar
language : en
Publisher: Routledge
Release Date : 2015-04-10

Islamism And Cultural Expression In The Arab World written by Abir Hamdar and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-04-10 with Religion categories.


Whereas most studies of Islamism focus on politics and religious ideology, this book analyses the ways in which Islamism in the Arab world is defined, reflected, transmitted and contested in a variety of creative and other cultural forms. It covers a range of contexts of production and reception, from the early twentieth century to the present, and with reference to cultural production in and/or about Morocco, Algeria, Tunisia, Egypt, Yemen, the Gulf, Lebanon and Israel/Palestine. The material engaged with is produced in Arabic, English and French and includes fiction, autobiography, feature films, television series, television reportage, the press, rap music and video games. Throughout, the book highlights the multiple forms and contested interpretations of Islamism in the Arab world, exploring trends and tensions in the ways Islamism is represented to (primarily) Arab audiences and complicating simplistic perspectives on this phenomenon. The book considers repeated and idiosyncratic themes, modes of characterisation, motifs, structures of feeling and forms of engagement, in the context of an ongoing struggle for symbolic power in the region.



Playing War


Playing War
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Author : Matthew Thomas Payne
language : en
Publisher: NYU Press
Release Date : 2016-04-05

Playing War written by Matthew Thomas Payne and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-05 with Games & Activities categories.


Explores the culture that made military shooter video games popular, and key in understanding the War on Terror 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.



Computer Games As A Sociocultural Phenomenon


Computer Games As A Sociocultural Phenomenon
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Author : A. Jahn-Sudmann
language : en
Publisher: Springer
Release Date : 2008-01-17

Computer Games As A Sociocultural Phenomenon written by A. Jahn-Sudmann and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-01-17 with Social Science categories.


Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.



Posttraumatic Stress Disorder Trauma And History In Metal Gear Solid V


Posttraumatic Stress Disorder Trauma And History In Metal Gear Solid V
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Author : Amy M. Green
language : en
Publisher: Springer
Release Date : 2017-08-22

Posttraumatic Stress Disorder Trauma And History In Metal Gear Solid V written by Amy M. Green and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-08-22 with Social Science categories.


This book explores the video game Metal Gear Solid V’s exploration of trauma and posttraumatic stress disorder (PTSD) through a careful analysis of its thematic elements and characters. It also considers the game’s complex take on post-9/11 history. Metal Gear Solid V consists of two interrelated titles, Ground Zeroes and The Phantom Pain. Ground Zeroes is examined as a post-9/11 narrative exploring America’s use of Guantanamo Bay and the extraordinary rendition program as tools in the War on Terror. The Phantom Pain is examined as a work exploring post-9/11 in trauma, especially in returning soldiers. The characters appearing in both games are given substantial consideration and analysis as embodiments of different forms of PTSD and trauma. This book appeals especially to those interested in video game study, to those who are enthusiasts of video games, and those interested in post-9/11 narratives.



Computer Games As A Sociocultural Phenomenon


Computer Games As A Sociocultural Phenomenon
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Author : Andreas Jahn-Sudmann
language : en
Publisher: Palgrave MacMillan
Release Date : 2008-01-17

Computer Games As A Sociocultural Phenomenon written by Andreas Jahn-Sudmann and has been published by Palgrave MacMillan this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-01-17 with Games & Activities categories.


In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.



Firestorm


Firestorm
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Author : Stephen Prince
language : en
Publisher: Columbia University Press
Release Date : 2009-08-06

Firestorm written by Stephen Prince and has been published by Columbia University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-08-06 with Performing Arts categories.


It was believed that September 11th would make certain kinds of films obsolete, such as action thrillers crackling with explosions or high-casualty blockbusters where the hero escapes unscathed. While the production of these films did ebb, the full impact of the attacks on Hollywood's creative output is still taking shape. Did 9/11 force filmmakers and screenwriters to find new methods of storytelling? What kinds of movies have been made in response to 9/11, and are they factual? Is it even possible to practice poetic license with such a devastating, broadly felt tragedy? Stephen Prince is the first scholar to trace the effect of 9/11 on the making of American film. From documentaries like Fahrenheit 9/11 (2004) to zombie flicks, and from fictional narratives such as The Kingdom (2007) to Mike Nichols's Charlie Wilson's War (2007), Prince evaluates the extent to which filmmakers have exploited, explained, understood, or interpreted the attacks and the Iraq War that followed, including incidents at Abu Ghraib. He begins with pre-9/11 depictions of terrorism, such as Alfred Hitchcock's Sabotage (1936), and follows with studio and independent films that directly respond to 9/11. He considers documentary portraits and conspiracy films, as well as serial television shows (most notably Fox's 24) and made-for-TV movies that re-present the attacks in a broader, more intimate way. Ultimately Prince finds that in these triumphs and failures an exciting new era of American filmmaking has taken shape.