"America's Digital Army is an ethnographic study of the link between interactive entertainment and military power, drawing on Robertson Allen's fieldwork observing video game developers, military strategists, U.S. Army marketing agencies, and an array of defense contracting companies that worked to produce the official U.S. Army video game, America's Army. Allen uncovers the methods by which gaming technologies such as America's Army, with military funding and themes, engage in a militarization of American society that constructs everyone, even nonplayers of games, as virtual soldiers available for deployment. America's Digital Army examines the army's desire for "talented" soldiers capable of high-tech work; beliefs about America's enemies as reflected in the game's virtual combatants; tensions over best practices in military recruiting; and the sometimes overlapping cultures of gamers, game developers, and soldiers. Allen reveals how binary categorizations such as soldier versus civilian, war versus game, work versus play, and virtual versus real become blurred--if not broken down entirely--through games and interactive media that reflect the U.S. military's ludic imagination of future wars, enemies, and soldiers."--
A former Army officer and Gulf War veteran takes a critical look at the adverse effects of downsizing on the U.S. Army. Though executed with compassion and precision, downsizing undermines morale and threatens the Army at its core. David McCormick demonstrates how the Army's experience in downsizing is instructive for all organizations--government, corporate, and nonprofit alike.
Empower Yourself Defend Freedom PROMO CODE: MX0001 Free game disc: - Includes full America's Army: Operations game, complete with training missions, multiplayer gameplay, the making of America's Army movie, and other bonus features. - Authentic U.S. Army weapons and equipment - Real-world situations - Accurate locations and hotspots - Small-unit combat operations and training - Powered by The Next Generation Unreal engine - Detailed, immersive graphics Prima's Official Strategy Guide: - Weapon tips for the entire arsenal, including sniper rifles and grenade launchers - Tips for qualifying for the training school of your choice - Combat tips from the U.S Army - Detailed information for every online role from Squad Leader to Sniper - How to best function as a team member in combat! - Exclusive maps of every area give you the edge - Read about making of America's Army - Learn about the U.S. Army from West Point military scholars
America’s Digital Army is an ethnographic study of the link between interactive entertainment and military power, drawing on Robertson Allen’s fieldwork observing video game developers, military strategists, U.S. Army marketing agencies, and an array of defense contracting companies that worked to produce the official U.S. Army video game, America’s Army. Allen uncovers the methods by which gaming technologies such as America’s Army, with military funding and themes, engage in a militarization of American society that constructs everyone, even nonplayers of games, as virtual soldiers available for deployment. America’s Digital Army examines the army’s desire for “talented” soldiers capable of high-tech work; beliefs about America’s enemies as reflected in the game’s virtual combatants; tensions over best practices in military recruiting; and the sometimes overlapping cultures of gamers, game developers, and soldiers. Allen reveals how binary categorizations such as soldier versus civilian, war versus game, work versus play, and virtual versus real become blurred—if not broken down entirely—through games and interactive media that reflect the U.S. military’s ludic imagination of future wars, enemies, and soldiers.
Since the end of the Cold War, the United States Army has been reengineered and downsized more thoroughly than any other business. In the early 1990s, General Sullivan, army chief of staff, and Colonel Harper, his key strategic planner, took the post-Cold War army into the Information Age. Faced with a 40 percent reduction in staff and funding, they focused on new peacetime missions, dismantled a cumbersome bureaucracy, reinvented procedures, and set the guidelines for achieving a vast array of new goals. Hope Is Not a Method explains how they did it and shows how their experience is extremely relevant to today's businesses. From how to stay on top of long-range issues to how to maintain a productive work force during times of change, it offers invaluable lessons in leadership and provides proven tactics any business can implement.
Scales on War is a collection of ideas, concepts and observations about contemporary war taken from over 30 years of research, writing and personal experience by retired Major General Bob Scales. The book melds Scales’ unique style of writing that includes contemporary military history, current events and his philosophy of ground warfare to create a very personal and expansive view of where Americn defense policies are heading in the future. The book is a collection. Each chapter addresses distinct topics that embrace tactical ground warfare, future gazing, the draft and the role of women in the infantry. His uniting thesis is that throughout its history the United States has favored a technological approach to fighting its wars and has neglected its ground forces. America’s enemies have learned though the experience of battle how to defeat American technology. The consequences of a learning and adaptive enemy has been a continuous string of battlefield defeats. Scales argues that only a resurgent land force of Army and Marine small units will restore America’s fighting competence.
DIVTransnational ethnography and history of the School of the Americas, analyzing the military, peasant, and activist cultures that are linked by this institution. /div
Describes the activities of the Army's spycatching unit from the early days of World War II to the Cold War era, when it was merged with the U.S. Army Intelligence Corps
#1 New York Times bestselling author Alan Gratz delivers an all-new, original Captain America graphic novel! In this thrilling historical adventure, 18 year-old Steve Rogers (AKA Captain America) and his young sidekick, Bucky Barnes are fighting in WWII when they encounter a threat like none they've ever seen -- a Ghost Army. The dead of this war and wars past are coming back to life, impervious to bullets, flames, or anything else the Allies can throw at them. The armies rise from the ground in the night and seem to disappear without a trace. How can Cap and Buck fight something that's already dead? And just what does the mysterious Baron Mordo, sitting in his castle atop nearby Wundagore Mountain have to do with this? Award-winning, New York Times bestselling author Alan Gratz (Refugee, Ground Zero) merges the worlds of historical fiction and super hero comics in this one-of-a-kind graphic novel that is sure to be met with major enthusiasm from fans of all ages.