Paperback. Condizione: Very good. First Edition. Paperback with minor wear to covers, contents fine.
EUR 44,79
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 42,30
Quantità: 15 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
Da: WorldofBooks, Goring-By-Sea, WS, Regno Unito
EUR 41,75
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
EUR 46,79
Quantità: Più di 20 disponibili
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 49,15
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.
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 44,24
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: new.
EUR 46,98
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. 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. Series: metaLABprojects. Num Pages: 266 pages, 71 color illustrations, 6 halftones, 2 line illustrations. BIC Classification: HBW; JFCA; JFD. Category: (G) General (US: Trade). Dimension: 140 x 210. . . 2017. Paperback. . . . .
EUR 42,21
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New.
EUR 48,74
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 265 pages. 8.00x5.50x1.00 inches. In Stock.
EUR 54,38
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: New.
EUR 45,77
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days.
EUR 47,00
Quantità: Più di 20 disponibili
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 48,17
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback. Condizione: New.
EUR 57,89
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. 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. Series: metaLABprojects. Num Pages: 266 pages, 71 color illustrations, 6 halftones, 2 line illustrations. BIC Classification: HBW; JFCA; JFD. Category: (G) General (US: Trade). Dimension: 140 x 210. . . 2017. Paperback. . . . . Books ship from the US and Ireland.
Condizione: New.
Lingua: Inglese
Editore: Harvard University Press, Cambridge, Mass, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Da: CitiRetail, Stevenage, Regno Unito
EUR 47,07
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 75,88
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 42,20
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.