The Post-9/11 Video Game

The Post-9/11 Video Game

Author: Marc A. Ouellette

Publisher: McFarland

Published: 2017-03-31

Total Pages: 201

ISBN-13: 0786499028

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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

Author: Marc A. Ouellette

Publisher: McFarland

Published: 2017-03-22

Total Pages: 201

ISBN-13: 1476627002

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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

Author: Matthew Thomas Payne

Publisher: NYU Press

Published: 2016-04-05

Total Pages: 284

ISBN-13: 1479895105

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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.


The Politics of Post-9/11 Music: Sound, Trauma, and the Music Industry in the Time of Terror

The Politics of Post-9/11 Music: Sound, Trauma, and the Music Industry in the Time of Terror

Author: Brian Flota

Publisher: Routledge

Published: 2016-02-24

Total Pages: 232

ISBN-13: 131702026X

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Seeking to extend discussions of 9/11 music beyond the acts typically associated with the September 11th attacks”U2, Toby Keith, The Dixie Chicks, Bruce Springsteen”this collection interrogates the politics of a variety of post-9/11 music scenes. Contributors add an aural dimension to what has been a visual conceptualization of this important moment in US history by articulating the role that lesser-known contemporary musicians have played”or have refused to play”in constructing a politics of protest in direct response to the trauma inflicted that day. Encouraging new conceptualizations of what constitutes 'political music,' The Politics of Post-9/11 Music covers topics as diverse as the rise of Internet music distribution, Christian punk rock, rap music in the Obama era, and nostalgia for 1960s political activism.


Ideological Battlegrounds – Constructions of Us and Them Before and After 9/11 Volume 1

Ideological Battlegrounds – Constructions of Us and Them Before and After 9/11 Volume 1

Author: Joanna Witkowska

Publisher: Cambridge Scholars Publishing

Published: 2014-10-16

Total Pages: 270

ISBN-13: 1443869171

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“The effects of 9/11 ramify through a network of conduits and pathways, including the examples of expressive culture this volume explores; and the registration of those effects will likewise be felt in an array of documents and texts. The cultural, literary, and mass mediated effects of 9/11 encompass the globe and the chapters in this volume assume a transnational and international range of vantage points. The topics examined include the representation of Islam and Moslems in a number of texts and genres, the political and psychological dilemmas faced by characters in a number of literary works, and the refraction of current psycho-cultural-political tensions in forms of expressive culture in which the effects of 9/11 are felt in other than explicit ways. Was 9/11 a moment that punctuated and disrupted the movement of history or, as one of the authors suggests, did it act as a catalyst to escalate existing stereotypes? The chapters investigate not just different genres and cultural forms but distinct modes of intersection between the political, the cultural and the psychological. One achievement of this volume is to show how 9/11’s effects at times insinuate themselves in discourse through nuance and subtlety, and at other times frontally assault texts and images. In the words of one article, “modern Dutch post-9/11 novels directly participate in current cultural and political discourses.” By the same token, these cultural and political discourses participate in novels, films, TV shows, and the effects of 9/11 proliferate and concentrate in this exchange. This volume draws timely attention to the multiple forms of this complex interaction.” Dr Patrick Hagopian, University of Lancaster


Creating and Failing the 9/11 Generation

Creating and Failing the 9/11 Generation

Author: Matthew Warshauer

Publisher: Taylor & Francis

Published: 2024-07-12

Total Pages: 261

ISBN-13: 1040045804

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Through a chronological and thematical approach, this book examines the terrorist attacks on September 11, 2001 and the effect on what President George W. Bush recognized as the 9/11 Generation. By providing cultural and generational context to 9/11 and its impact on the U.S., this book is the first study to ensure that the voices of this young generation are put at the forefront of analysis. Creating and Failing the 9/11 Generation answers “what happened” and “why” but, more importantly, it reveals the importance of broader themes and ideas such as foreign policy, security, patriotism, the U.S. military, and American democracy. The final chapter, "9/11 and the World," places the events in America on a global scale and demonstrates how 9/11 has remained, and will remain, significant to understanding how different places and cultures interact with each other in the modern world. Creating and Failing the 9/11 Generation is useful for all students who study U.S. foreign relations, terrorism, warfare, memory studies, and the history of modern America.


Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon

Author: A. Jahn-Sudmann

Publisher: Springer

Published: 2008-01-17

Total Pages: 242

ISBN-13: 023058330X

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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.


Video Game Chronotopes and Social Justice

Video Game Chronotopes and Social Justice

Author: Mike Piero

Publisher: Springer Nature

Published: 2022-01-25

Total Pages: 299

ISBN-13: 3030919447

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Video Game Chronotopes and Social Justice examines how the chronotope, which literally means “timespace,” is an effective interpretive lens through which to understand the cultural and ideological significance of video games. Using ‘slow readings’ attuned to deconstruction along the lines of post-structuralist theory, gender studies, queer studies, continental philosophy, and critical theory, Mike Piero exposes the often-overlooked misogyny, heteronormativity, racism, and patriarchal structures present in many Triple-A video games through their arrangement of timespace itself. Beyond understanding time and space as separate mechanics and dimensions, Piero reunites time and space through the analysis of six chronotopes—of the bonfire, the abject, the archipelago, the fart as pharmakon, madness, and coupled love—toward a poetic meaning making that is at the heart of play itself, all in affirmation of life, equity, and justice.


Gamer Nation

Gamer Nation

Author: John Wills

Publisher: Johns Hopkins University Press

Published: 2019-05-21

Total Pages: 297

ISBN-13: 1421428709

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Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but how games affect how people relate to America itself.


Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2021-05-24

Total Pages: 1365

ISBN-13: 1440870209

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.