Open World Empire

Open World Empire

Author: Christopher B. Patterson

Publisher: NYU Press

Published: 2020-04-14

Total Pages: 360

ISBN-13: 1479802042

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Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.


Open World Empire

Open World Empire

Author: Christopher B. Patterson

Publisher: NYU Press

Published: 2020-04-14

Total Pages: 360

ISBN-13: 147988636X

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Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.


The First World Empire

The First World Empire

Author: Hélder Carvalhal

Publisher: Routledge

Published: 2021-04-05

Total Pages: 302

ISBN-13: 1000372820

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This book offers a comprehensive overview of the early modern military history of Portugal and its possessions in Africa, the Americas, and Asia from the perspective of the military revolution historiographical debate. The existence of a military revolution in the early modern period has been much debated in international historiography, and this volume fills a significant gap in its relation to the history of Portugal and its overseas empire. It examines different forms of military change in specifically Portuguese case studies but also adopts a global perspective through the analysis of different contexts and episodes in Africa, the Americas, and Asia. Contributors explore whether there is evidence of what could be defined as aspects of a military revolution or whether other explanatory models are needed to account for different forms of military change. In this way, it offers the reader a variety of perspectives that contribute to the debate over the applicability of the military revolution concept to Portugal and its empire during the early modern period. Broken down into four thematic parts and broad in both chronological and geographical scope, the book deepens our understanding of the art of warfare in Portugal and its empire and demonstrates how the military revolution debate can be used to examine military change in a global perspective. This is an essential text for scholars and students of military history, military architecture, global history, Asian history, and the history of Iberian empires.


Empire in Black and Gold

Empire in Black and Gold

Author: Adrian Tchaikovsky

Publisher: Prometheus Books

Published: 2010-06-28

Total Pages: 574

ISBN-13: 1616143398

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The city states of the Lowlands have lived in peace for decades, bastions of civilization, prosperity and sophistication, protected by treaties, trade and a belief in the reasonable nature of their neighbors. But meanwhile, in far-off corners, the Wasp Empire has been devouring city after city with its highly trained armies, its machines, it killing Art . . . And now its hunger for conquest and war has become insatiable. Only the aging Stenwold Maker, spymaster, artificer and statesman, can see that the long days of peace are over. It falls upon his shoulders to open the eyes of his people, before a black-and-gold tide sweeps down over the Lowlands and burns away everything in its path. But first he must stop himself from becoming the Empire's latest victim.


Games of Empire

Games of Empire

Author: Nick Dyer-Witheford

Publisher: U of Minnesota Press

Published: 2013-11-30

Total Pages: 462

ISBN-13: 1452942706

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In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.


Ghosts of Empire

Ghosts of Empire

Author: Kwasi Kwarteng

Publisher: A&C Black

Published: 2012-01-01

Total Pages: 497

ISBN-13: 1408829002

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This fascinating book shows how the later years of the British Empire were characterised by accidental oversights, irresponsible opportunism and uncertain pragmatism.


Pulp Empire

Pulp Empire

Author: Paul S. Hirsch

Publisher: University of Chicago Press

Published: 2024-06-05

Total Pages: 346

ISBN-13: 0226829464

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Winner of the Popular Culture Association's Ray and Pat Browne Award for Best Book in Popular or American Culture In the 1940s and ’50s, comic books were some of the most popular—and most unfiltered—entertainment in the United States. Publishers sold hundreds of millions of copies a year of violent, racist, and luridly sexual comics to Americans of all ages until a 1954 Senate investigation led to a censorship code that nearly destroyed the industry. But this was far from the first time the US government actively involved itself with comics—it was simply the most dramatic manifestation of a long, strange relationship between high-level policy makers and a medium that even artists and writers often dismissed as a creative sewer. In Pulp Empire, Paul S. Hirsch uncovers the gripping untold story of how the US government both attacked and appropriated comic books to help wage World War II and the Cold War, promote official—and clandestine—foreign policy and deflect global critiques of American racism. As Hirsch details, during World War II—and the concurrent golden age of comic books—government agencies worked directly with comic book publishers to stoke hatred for the Axis powers while simultaneously attempting to dispel racial tensions at home. Later, as the Cold War defense industry ballooned—and as comic book sales reached historic heights—the government again turned to the medium, this time trying to win hearts and minds in the decolonizing world through cartoon propaganda. Hirsch’s groundbreaking research weaves together a wealth of previously classified material, including secret wartime records, official legislative documents, and caches of personal papers. His book explores the uneasy contradiction of how comics were both vital expressions of American freedom and unsettling glimpses into the national id—scourged and repressed on the one hand and deployed as official propaganda on the other. Pulp Empire is a riveting illumination of underexplored chapters in the histories of comic books, foreign policy, and race.


Iberian World Empires and the Globalization of Europe 1415–1668

Iberian World Empires and the Globalization of Europe 1415–1668

Author: Bartolomé Yun-Casalilla

Publisher: Springer

Published: 2019-03-13

Total Pages: 531

ISBN-13: 9811308330

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This open access book analyses Iberian expansion by using knowledge accumulated in recent years to test some of the most important theories regarding Europe’s economic development. Adopting a comparative perspective, it considers the impact of early globalization on Iberian and Western European institutions, social development and political economies. In spite of globalization’s minor importance from the commercial perspective before 1750, this book finds its impact decisive for institutional development, political economies, and processes of state-building in Iberia and Europe. The book engages current historiographies and revindicates the need to take the concept of composite monarchies as a point of departure in order to understand the period’s economic and social developments, analysing the institutions and societies resulting from contact with Iberian peoples in America and Asia. The outcome is a study that nuances and contests an excessively-negative yet prevalent image of the Iberian societies, explores the difficult relationship between empires and globalization and opens paths for comparisons to other imperial formations.


Making a World after Empire

Making a World after Empire

Author: Christopher J. Lee

Publisher: Ohio University Press

Published: 2010-06-15

Total Pages: 417

ISBN-13: 0896804682

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In April 1955, twenty-nine countries from Africa, Asia, and the Middle East came together for a diplomatic conference in Bandung, Indonesia, intending to define the direction of the postcolonial world. Representing approximately two-thirds of the world’s population, the Bandung conference occurred during a key moment of transition in the mid-twentieth century—amid the global wave of decolonization that took place after the Second World War and the nascent establishment of a new cold war world order in its wake. Participants such as Jawaharlal Nehru of India, Gamal Abdel Nasser of Egypt, Zhou Enlai of China, and Ahmed Sukarno of Indonesia seized this occasion to attempt the creation of a political alternative to the dual threats of Western neocolonialism and the cold war interventionism of the United States and the Soviet Union. The essays in this volume explore the diverse repercussions of this event, tracing the diplomatic, intellectual, and sociocultural histories that have emanated from it. Making a World after Empire consequently addresses the complex intersection of postcolonial history and cold war history and speaks to contemporary discussions of Afro-Asianism, empire, and decolonization, thus reestablishing the conference’s importance in twentieth-century global history. Contributors: Michael Adas, Laura Bier, James R. Brennan, G. Thomas Burgess, Antoinette Burton, Dipesh Chakrabarty, Julian Go, Christopher J. Lee, Jamie Monson, Jeremy Prestholdt, Denis M. Tull


The Glory of the Empire

The Glory of the Empire

Author: Jean D'Ormesson

Publisher: New York Review of Books

Published: 2016-05-03

Total Pages: 433

ISBN-13: 1590179668

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The Glory of the Empire is the rich and absorbing history of an extraordinary empire, at one point a rival to Rome. Rulers such as Basil the Great of Onessa, who founded the Empire but whose treacherous ways made him a byword for infamy, and the romantic Alexis the bastard, who dallied in the fleshpots of Egypt, studied Taoism and Buddhism, returned to save the Empire from civil war, and then retired “to learn to die,” come alive in The Glory of the Empire, along with generals, politicians, prophets, scoundrels, and others. Jean d’Ormesson also goes into the daily life of the Empire, its popular customs, and its contribution to the arts and the sciences, which, as he demonstrates, exercised an influence on the world as a whole, from the East to the West, and whose repercussions are still felt today. But it is all fiction, a thought experiment worthy of Jorge Luis Borges, and in the end The Glory of the Empire emerges as a great shimmering mirage, filling us with wonder even as it makes us wonder at the fugitive nature of power and the meaning of history itself.