| 000 | 02812cam a2200529 i 4500 | ||
|---|---|---|---|
| 999 |
_c118168 _d118168 |
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| 001 | 20884134 | ||
| 003 | BJBSDDR | ||
| 005 | 20230411090901.0 | ||
| 006 | a|||||r|||| 00| 0 | ||
| 007 | ta | ||
| 008 | 190304s2020 nju b s001 0 eng c | ||
| 010 | _a 2019006067 | ||
| 020 | _a9780813598918 (pbk. : alk. paper) | ||
| 020 | _a0813598915 (pbk. : alk. paper) | ||
| 020 | _a9780813598925 (hardcover : alk. paper) | ||
| 020 | _a0813598923 (hardcover : alk. paper) | ||
| 020 | _a9780813598949 | ||
| 040 |
_aLBSOR/DLC _beng _cLBSOR _erda _dDLC |
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| 041 | _aeng | ||
| 042 | _apcc | ||
| 050 | 1 | 4 |
_aU 310 _bE11w 2020 |
| 082 | 0 | 0 | _a793.9/2 |
| 100 | 1 |
_aEagle, Jonna, _d1968- _926471 |
|
| 245 | 1 | 0 |
_aWar games / _cJonna Eagle. |
| 264 | 1 |
_aNew Brunswick, New Jersey : _bRutgers University Press, _c2020. |
|
| 300 |
_aviii, 184 pages ; _c18 cm. |
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| 336 |
_atext _2rdacontent |
||
| 337 |
_aunmediated _2rdamedia |
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| 338 |
_avolume _2rdacarrier |
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| 490 | 0 | _aQuick takes : movies and popular culture | |
| 504 | _aIncludes bibliographical references (pages 161-174) and index. | ||
| 505 | 0 | _aLive -- On screen -- Interactive. | |
| 520 |
_a"War Games surveys the contemporary terrain of simulated war experience and locates this experience within the broader history of war and media. Organized around three modes of war representation--live, screen-based, and interactive--this book provides an overview of the nature, function, and appeal of war games. The first chapter on live war games discusses activities such as chess, football, and battle re-enactments. The second chapter looks at the simulated, intense gaze via movies such as Saving Private Ryan, The Hurt Locker, and American Sniper. The final chapter considers the role of video games and other interactive technologies, such as Doom, Counter-Strike,Call of Duty, and other simulated war experiences via helmet cams and drone warfare. In approaching these conceptual categories, Jonna Eagle highlights key tensions in the relationship of media and war and allows for an emphasis on both the historical evolution of the simulated war experience and the continuity of issues and impulses across this evolution"-- _cProvided by publisher. |
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| 650 | 0 | _aWar games. | |
| 650 | 4 |
_aJuegos de guerra _926473 |
|
| 650 | 0 | _aWar films. | |
| 650 | 4 |
_aCine bélico _926474 |
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| 650 | 0 | _aComputer war games. | |
| 650 | 0 |
_aWar in mass media _xHistory. |
|
| 650 | 4 |
_aGuerra en los medios de comunicación de masas _915788 |
|
| 650 | 0 |
_aMass media and war _xHistory. |
|
| 650 | 4 |
_aMedios de comunicación de masas y guerra _926475 |
|
| 830 | 0 |
_926472 _aQuick takes movies and popular culture |
|
| 906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
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| 942 |
_2lcc _cBK |
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