Lingua: Inglese
Editore: Harvard University Press (edition ), 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Da: BooksRun, Philadelphia, PA, U.S.A.
Paperback. Condizione: Very Good. It's a well-cared-for item that has seen limited use. The item may show minor signs of wear. All the text is legible, with all pages included. It may have slight markings and/or highlighting.
Paperback. Condizione: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Da: Lowry's Books, Three Rivers, MI, U.S.A.
Paperback. Condizione: Good. No Jacket. Good condition. Corner bumping and edge wear. Underlining and margin marking. Size: 8vo - over 7¾" - 9¾" tall.
EUR 4,00
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Aggiungi al carrelloCouverture souple. Condizione: Bon. Tim Collins Le Pré Aux Clercs - 28/01/2010 Livre 4,00 ? Très Bon Etat Stock disponible : 1 Pays d'expédition : France Expédition (?) :Normal ? Suivi ? Recommandé - Point de retrait So Colissimo ? Chronopost ? Point relais Mondial Relay Commentaire de l'annonce : Les frais d'envoi postaux, ou autres seront calculés, au plus juste sans prise de marge du vendeurAu dessus de 500g SVP par Mondial Relay moins onéreux que la Poste et plus fiable quant au respect physique du colis.Pour l'étranger envoi par "livres et brochures " jusqu'à 2 kgphoto non contractuelle envoi d'autres photos sur demande.Retrait possible sur Paris 9e et Département de l'Oise Retrait possible chez le vendeur (60000).
Paperback. Condizione: Very good. First Edition. Paperback with minor wear to covers, contents fine.
EUR 38,68
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Aggiungi al carrelloCondizione: New.
Lingua: Inglese
Editore: Harvard University Press, US, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 41,21
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Aggiungi al carrelloPaperback. Condizione: New. 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 America's 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 public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war.
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: As New. Unread book in perfect condition.
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: New.
EUR 4,48
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: good. Photo non contractuelle. Envoi rapide et soigné.
EUR 44,80
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 42,24
Quantità: 15 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
Lingua: Inglese
Editore: Harvard University Press, Cambridge, Mass, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condizione: new. Paperback. 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 America's 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 public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war. With the rise of drones and computer-controlled weapons, the line between war and video games has blurred. The Military-Entertainment Complex traces how the realities of war are inflected by their representation in entertainment. War games, in turn, feature an increasing number of weapons, tactics, and scenarios from the War on Terror. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
EUR 44,26
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Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 37,07
Quantità: 5 disponibili
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EUR 41,55
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Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 41,72
Quantità: 5 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 53,74
Quantità: 3 disponibili
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EUR 46,92
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Lingua: Inglese
Editore: Harvard University Press 2017-12-19, 2017
ISBN 10: 0674724984 ISBN 13: 9780674724983
Da: Chiron Media, Wallingford, Regno Unito
EUR 48,09
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Aggiungi al carrelloPaperback. Condizione: New.
Condizione: New.
Lingua: Inglese
Editore: Harvard University Press, Cambridge, Mass, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Da: CitiRetail, Stevenage, Regno Unito
EUR 47,00
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. 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 America's 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 public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war. With the rise of drones and computer-controlled weapons, the line between war and video games has blurred. The Military-Entertainment Complex traces how the realities of war are inflected by their representation in entertainment. War games, in turn, feature an increasing number of weapons, tactics, and scenarios from the War on Terror. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Lingua: Inglese
Editore: Harvard University Press, Cambridge, Mass, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 75,52
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. 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 America's 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 public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war. With the rise of drones and computer-controlled weapons, the line between war and video games has blurred. The Military-Entertainment Complex traces how the realities of war are inflected by their representation in entertainment. War games, in turn, feature an increasing number of weapons, tactics, and scenarios from the War on Terror. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Lingua: Inglese
Editore: Harvard University Press, US, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Da: Rarewaves.com UK, London, Regno Unito
EUR 41,54
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 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 America's 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 public's imagination of war in the post-9/11 era and naturalized the U.S. Pentagon's vision of a new way of war.