Playing War: Military Video Games After 9/11
Explores the culture that made military shooter video games popular, and key in understanding the War on Terror

No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror.

Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.

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Playing War: Military Video Games After 9/11
Explores the culture that made military shooter video games popular, and key in understanding the War on Terror

No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror.

Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.

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Playing War: Military Video Games After 9/11

Playing War: Military Video Games After 9/11

by Matthew Thomas Payne
Playing War: Military Video Games After 9/11

Playing War: Military Video Games After 9/11

by Matthew Thomas Payne

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Overview

Explores the culture that made military shooter video games popular, and key in understanding the War on Terror

No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror.

Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.


Product Details

ISBN-13: 9781479805228
Publisher: New York University Press
Publication date: 04/05/2016
Edition description: Reprint
Pages: 288
Product dimensions: 5.90(w) x 8.90(h) x 0.90(d)

About the Author

Matthew Thomas Payne is an associate professor in the Department of Film, Television, & Theatre at the University of Notre Dame. He is author of Playing War: Military Video Games after 9/11, and is co-editor of the anthologies Flow TV: Television in the Age of Media Convergence and Joystick Soldiers: The Politics of Play in Military Video Games.

Table of Contents

Acknowledgments ix

Introduction: Welcome to Ludic War 1

1 Nintendo War 2.0: Toward a New Modality of Ludic War Play 35

2 The First-Personal Shooter: Narrative Subjectivity and Sacrificial Citizenship in the Modern Warfare Series 69

3 Fighting the Good (Preemptive) Fight: American Exceptionalism in Tom Clancy's Military Shooters 95

4 Through a Drone, Darkly: Visions of Dystopic Ludic War 116

5 Marketing Military Realism: Selling the Gameplay Modality of Ludic War 145

6 Promotion of Self in Everyday Strife: Gaming Capital of the Ludic Soldier 170

Conclusion: The Ludification of War Culture 201

Notes 213

Gameography 243

Bibliography 247

Index 265

About the Author 273

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