A termék adatai:
ISBN13: | 9781501382529 |
ISBN10: | 1501382527 |
Kötéstípus: | Puhakötés |
Terjedelem: | 288 oldal |
Méret: | 228x152 mm |
Súly: | 376 g |
Nyelv: | angol |
Illusztrációk: | 19 bw illus |
262 |
Témakör:
Optimalizáció, lineáris programozás, játékelmélet
Számítógépes játékok
Digitális jel-, hang- és képfeldolgozás
További könyvek a játékok területén
További könyvek a játékok területén
Média és kommunikációtudomány általában
Optimalizáció, lineáris programozás, játékelmélet (karitatív célú kampány)
Számítógépes játékok (karitatív célú kampány)
Digitális jel-, hang- és képfeldolgozás (karitatív célú kampány)
További könyvek a játékok területén (karitatív célú kampány)
További könyvek a játékok területén (karitatív célú kampány)
Média és kommunikációtudomány általában (karitatív célú kampány)
War Games
Memory, Militarism and the Subject of Play
Kiadó: Bloomsbury Academic
Megjelenés dátuma: 2021. június 17.
Kötetek száma: Paperback
Normál ár:
Kiadói listaár:
GBP 31.99
GBP 31.99
Az Ön ára:
13 086 (12 463 Ft + 5% áfa )
Kedvezmény(ek): 20% (kb. 3 272 Ft)
A kedvezmény érvényes eddig: 2024. december 31.
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Hosszú leírás:
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?
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?
Tartalomjegyzék:
Notes on Contributors
Acknowledgements
Introduction: Studying War and Games
Philip Hammond (London South Bank University, UK) and Holger Pötzsch (UiT - The Arctic University of Norway)
I: Militarism and the Gaming Subject
1. Reality Check: Videogames as Propaganda for Inauthentic War
Philip Hammond (London South Bank University, UK)
2. Playing in the End Times: Wargames, Resilience and the Art of Failure
Kevin McSorley (University of Portsmouth, UK)
3. The Political Economy of Wargames: The Production of History and Memory in Military Video Games
Emil Lundedal Hammar (UiT - The Arctic University of Norway) and Jamie Woodcock (University of Oxford, UK)
4. Understanding War Game Experiences: Applying Multiple Player Perspectives to Game Analysis
Kristine J?rgensen (University of Bergen, Norway)
II: Playing War, History, and Memory
5. Playing the Historical Fantastic: Zombies, Mecha-Nazis and Making Meaning about the Past Through Metaphor
Adam Chapman (University of Gothenburg, Sweden)
6. Machine(s) of Narrative Security: Mnemonic Hegemony and Polish Games about Violent Conflicts
Piotr Sterczewski (Jagiellonian University in Kraków, Poland)
7. National Memories and the First World War: The Many Sides of Battlefield 1
Chris Kempshall (the Imperial War Museum, UK)
8. Let's Play War: Cultural Memory, Celebrities and Appropriations of the Past
Stephanie de Smale (Utrecht University, the Netherlands)
III: Wargames/Peacegames
9. The Wargame Legacy: How Wargames Shaped the Roleplaying Experience from Tabletop to Digital Games
Dimitra Nikolaidou (Aristotle University of Thessaloniki, Greece)
10. Critical War Game Development: Lessons Learned from Attentat 1942
Vít Sisler (Charles University, Czech Republic)
11. Simulating War Dynamics: A Case Study of the Game-based Learning Exercise Mission Z: One Last Chance
Joakim Arn?y (Narvik War and Peace Centre, Norway)
12. Positioning Players as Political Subjects: Forms of Estrangement and the Presentation of War in This War of Mine and Spec Ops: The Line
Holger Pötzsch (UiT - The Arctic University of Norway)
Afterword: War/Game
Matthew Thomas Payne (University of Notre Dame, USA)
Index
Acknowledgements
Introduction: Studying War and Games
Philip Hammond (London South Bank University, UK) and Holger Pötzsch (UiT - The Arctic University of Norway)
I: Militarism and the Gaming Subject
1. Reality Check: Videogames as Propaganda for Inauthentic War
Philip Hammond (London South Bank University, UK)
2. Playing in the End Times: Wargames, Resilience and the Art of Failure
Kevin McSorley (University of Portsmouth, UK)
3. The Political Economy of Wargames: The Production of History and Memory in Military Video Games
Emil Lundedal Hammar (UiT - The Arctic University of Norway) and Jamie Woodcock (University of Oxford, UK)
4. Understanding War Game Experiences: Applying Multiple Player Perspectives to Game Analysis
Kristine J?rgensen (University of Bergen, Norway)
II: Playing War, History, and Memory
5. Playing the Historical Fantastic: Zombies, Mecha-Nazis and Making Meaning about the Past Through Metaphor
Adam Chapman (University of Gothenburg, Sweden)
6. Machine(s) of Narrative Security: Mnemonic Hegemony and Polish Games about Violent Conflicts
Piotr Sterczewski (Jagiellonian University in Kraków, Poland)
7. National Memories and the First World War: The Many Sides of Battlefield 1
Chris Kempshall (the Imperial War Museum, UK)
8. Let's Play War: Cultural Memory, Celebrities and Appropriations of the Past
Stephanie de Smale (Utrecht University, the Netherlands)
III: Wargames/Peacegames
9. The Wargame Legacy: How Wargames Shaped the Roleplaying Experience from Tabletop to Digital Games
Dimitra Nikolaidou (Aristotle University of Thessaloniki, Greece)
10. Critical War Game Development: Lessons Learned from Attentat 1942
Vít Sisler (Charles University, Czech Republic)
11. Simulating War Dynamics: A Case Study of the Game-based Learning Exercise Mission Z: One Last Chance
Joakim Arn?y (Narvik War and Peace Centre, Norway)
12. Positioning Players as Political Subjects: Forms of Estrangement and the Presentation of War in This War of Mine and Spec Ops: The Line
Holger Pötzsch (UiT - The Arctic University of Norway)
Afterword: War/Game
Matthew Thomas Payne (University of Notre Dame, USA)
Index