Joystick Soldiers

Joystick Soldiers

However, no academic book has yet investigated the nexus between militarism and video games, focusing on what it means to produce and play military and war video games. Joystick Soldiers fills this void by exploring the multifaceted ...

Author: Nina B. Huntemann

Publisher: Routledge

ISBN: 9781135842826

Category: Games & Activities

Page: 325

View: 385

Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with video game franchises like America’s Army, which was developed by the U.S.Army as a public relations and recruitment tool. This collection features all new essays that explore how modern warfare has been represented in and influenced by video games. The contributors explore the history and political economy of video games and the "military-entertainment complex;" present textual analyses of military-themed video games such as Metal Gear Solid; and offer reception studies of gamers, fandom, and political activism within online gaming.
Categories: Games & Activities

Performance Politics and the War on Terror

Performance  Politics  and the War on Terror

B. Huntemann and Thomas Matthew Payne, eds, Joystick Soldiers: The Politics of Play in Military Video Games (New York: Routledge), 178–88. —— (2010) “Playing with Fear: Catharsis and Resistance in MilitaryThemed Video Games,” in Nina B.

Author: Sara Brady

Publisher: Springer

ISBN: 9780230367333

Category: Performing Arts

Page: 203

View: 478

Using a performance studies lens, this book is a study of performance in the post-9/11 context of the so-called war on terror. It analyzes conventional theatre, political protest, performance art and other sites of performance to unpack the ways in which meaning has been made in the contemporary global sociopolitical environment.
Categories: Performing Arts

Masculinities in Play

Masculinities in Play

Target Acquired: America's Army and the Video Game Industry. In Joystick Soldiers. The Politics of Play in Military Video Games, ed. Nina B. Huntemann and Matthew Thomas Payne, 39–52. New York and London: Routledge.

Author: Nicholas Taylor

Publisher: Springer

ISBN: 9783319905815

Category: Language Arts & Disciplines

Page: 291

View: 394

This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.
Categories: Language Arts & Disciplines

War Beyond the Battlefield

War Beyond the Battlefield

Randy Nichols, 'Target Acquired: America's Army and the Video Games Industry', in N. B. Huntemann and M. T. Payne (eds.), Joystick Soldiers: The Politics of Play in Military Video Games (London: Routledge 2010) p. 40. 48.

Author: David Grondin

Publisher: Routledge

ISBN: 9781135711399

Category: History

Page: 228

View: 660

In an effort to make sense of war beyond the battlefield in studying the wars that were captured under the rubric of the "War on Terror", this special issue book seeks to explore the complex spatial relationships between war and the spaces that one is not used to thinking of as the battlefield. It focuses on the conflicts that still animate the spaces and places where violence has been launched and that the war has not left untouched. In focusing on war beyond the battlefield, it is not that the battlefield as the place where war is waged has gone in smoke or has borne out of importance, it is rather the case that the battlefield has been dis-placed, re-designed, re-shaped and rethought through new spatializing practices of warfare. These new spaces of war – new in the sense that they are not traditionally thought of as spaces where war takes place or is brought to – are television screens, cellular phones and bandwidth, George W. Bush’s ranch in Crawford, Texas, videogames, popular culture sites, news media, blogs, and so on. These spaces of war beyond the battlefield are crucial to understanding what goes on the battlefield, in Iraq, Afghanistan, or in other fronts of the War on Terror (such as the homeland) – to understand how terror has globally been waged beyond the battlefield. This book was originally published as a special issue of Geopolitics.
Categories: History

Remote Warfare

Remote Warfare

Early History of Video Wargaming,” in Joystick Soldiers: The Politics of Play in Military Video Games, ed. Nina B. Huntemann and Matthew Thomas Payne (New York: Routledge, 2010), 21. 13. Nina B. Huntemann and Matthew Thomas Payne, ...

Author: Rebecca A. Adelman

Publisher: U of Minnesota Press

ISBN: 9781452960982

Category: Social Science

Page: 352

View: 409

Considers how people have confronted, challenged, and resisted remote warfare Drone warfare is now a routine, if not predominant, aspect of military engagement. Although this method of delivering violence at a distance has been a part of military arsenals for two decades, scholarly debate on remote warfare writ large has remained stuck in tired debates about practicality, efficacy, and ethics. Remote Warfare broadens the conversation, interrogating the cultural and political dimensions of distant warfare and examining how various stakeholders have responded to the reality of state-sponsored remote violence. The essays here represent a panoply of viewpoints, revealing overlooked histories of remoteness, novel methodologies, and new intellectual challenges. From the story arc of Homeland to redefining the idea of a “warrior,” these thirteen pieces consider the new nature of surveillance, similarities between killing with drones and gaming, literature written by veterans, and much more. Timely and provocative, Remote Warfare makes significant and lasting contributions to our understanding of drones and the cultural forces that shape and sustain them. Contributors: Syed Irfan Ashraf, U of Peshawar, Pakistan; Jens Borrebye Bjering, U of Southern Denmark; Annika Brunck, U of Tübingen; David A. Buchanan, U.S. Air Force Academy; Owen Coggins, Open U; Andreas Immanuel Graae, U of Southern Denmark; Brittany Hirth, Dickinson State U; Tim Jelfs, U of Groningen; Ann-Katrine S. Nielsen, Aarhus U; Nike Nivar Ortiz, U of Southern California; Michael Richardson, U of New South Wales; Kristin Shamas, U of Oklahoma; Sajdeep Soomal; Michael Zeitlin, U of British Columbia.
Categories: Social Science

Where Truth Lies

Where Truth Lies

nina B. Huntemann and Matthew Thomas Payne, eds., Joystick Soldiers: The Politics of Play in Military Video Games (Routledge, 2009). 47. James Der Derian, Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network, ...

Author: Kris Fallon

Publisher: Univ of California Press

ISBN: 9780520972117

Category: Performing Arts

Page: 248

View: 214

A free open access ebook is available upon publication. Learn more at www.luminosoa.org. This boldly original book traces the evolution of documentary film and photography as they migrated onto digital platforms during the first decades of the twenty-first century. Kris Fallon examines the emergence of several key media forms—social networking and crowdsourcing, video games and virtual environments, big data and data visualization—and demonstrates the formative influence of political conflict and the documentary film tradition on their evolution and cultural integration. Focusing on particular moments of political rupture, Fallon argues that the ideological rifts of the period inspired the adoption and adaptation of newly available technologies to encourage social mobilization and political action, a function performed for much of the previous century by independent documentary film. Positioning documentary film and digital media side by side in the political sphere, Fallon asserts that “truth” now lies in a new set of media forms and discursive practices that implicitly shape the documentation of everything from widespread cultural spectacles like wars and presidential elections to more invisible or isolated phenomena like the Abu Ghraib torture scandal or the “fake news” debates of 2016.
Categories: Performing Arts

The Ashgate Research Companion to Moral Panics

The Ashgate Research Companion to Moral Panics

Deadiniraq: The spatial politics of digital game art activism and ingame protest, in Joystick Soldiers: The Politics of Play in Military Video Games, edited by N.B. Huntemann and M.T. Payne. New York: Routledge, 272– 86. Chien, I. 2010.

Author: Charles Krinsky

Publisher: Routledge

ISBN: 9781317042426

Category: Social Science

Page: 500

View: 544

The Ashgate Research Companion to Moral Panics offers a comprehensive assemblage of cutting-edge critical and theoretical perspectives on the concept of moral panic. All chapters represent original research by many of the most influential theorists and researchers now working in the area of moral panic, including Nachman Ben-Yehuda and Erich Goode, Joel Best, Chas Critcher, Mary deYoung, Alan Hunt, Toby Miller, Willem Schinkel, Kenneth Thompson, Sheldon Ungar, and Grazyna Zajdow. Chapters come from a range of disciplines, including media studies, literary studies, history, legal studies, and sociology, with significant new elaborations on the concept of moral panic (and its future), informed and powerful critiques, and detailed empirical studies from several continents. A clear and comprehensive survey of a concept that is increasingly influential in a number of disciplines as well as in popular culture, this collection of the latest research in the field addresses themes including the evolution of the moral panic concept, sex panics, media panics, moral panics over children and youth, and the future of the moral panic concept.
Categories: Social Science

Deconstructing the Education Industrial Complex in the Digital Age

Deconstructing the Education Industrial Complex in the Digital Age

In N. Huntemann & M. Payne (Eds.), Joystick soldiers: The politics of play in military video games (pp. 272–286). New York, NY: Routledge. Chien, I. (2010). Playing against the grain: Machinima and military gaming.

Author: Loveless, Douglas

Publisher: IGI Global

ISBN: 9781522521020

Category: Education

Page: 354

View: 669

Developments in the education field are affected by numerous, and often conflicting, social, cultural, and economic factors. With the increasing corporatization of education, teaching and learning paradigms are continuously altered. Deconstructing the Education-Industrial Complex in the Digital Age is an authoritative reference source for the latest scholarly research on the shifting structure of school models in response to technological advances and corporate presence in educational contexts. Highlighting a comprehensive range of pertinent topics, such as teacher education, digital literacy, and neoliberalism, this book is ideally designed for educators, professionals, graduate students, researchers, and academics interested in the implications of the education-industrial complex.
Categories: Education

The Military Entertainment Complex

The Military Entertainment Complex

3 Induction 4 1 5 7 J. C. Herz, Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds (Boston: Little, Brown, 1997); Tim Lenoir, “All but War Is Simulation: The Military Entertainment Complex,” ...

Author: Tim Lenoir

Publisher: Harvard University Press

ISBN: 9780674724983

Category: Social Science

Page: 273

View: 702

With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror. While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare. In addition to obvious military-entertainment titles like AmericaÕs Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the publicÕs imagination of war in the post-9/11 era and naturalized the U.S. PentagonÕs vision of a new way of war.
Categories: Social Science

Functional Capabilities of Four Virtual Individual Combatant VIC Simulator Technologies

Functional Capabilities of Four Virtual Individual Combatant  VIC  Simulator Technologies

For some soldiers , the more familiar they became with the system , the more they liked it . They also noted the reliability of the ... All you had to do was turn the joystick or push a switch . Shoot . Soldiers indicated that the ...

Author:

Publisher:

ISBN: UVA:X004178728

Category: Computer simulation

Page:

View: 687

"This research describes the results of an independent assesment of the functional capabilities of four virtual individual combatant (VIC) simulators. Infantry soldiers were given the opportunity to operate each VIC in a series of squad-based scenarios requiring the performance of both individual and collective tasks in a desert or urban setting. The results indicated that the more realistic the action or equipment used and the more reliable the VIC, the more the soldiers liked that system. An important consideration in the development of future generation VICS is the specific purpose (s) to be served by these systems, e.g., mission planning and rehearsal versus training individual soldier skills. The data collected from this research provide an important first step in the development of a set of dismounted infantry requirements for manned simulators that will support the integration of the individual soldier into the virtual battlefield."--DTIC.
Categories: Computer simulation