Sprache: Englisch
Verlag: Stanford University Press, 1997
ISBN 10: 0804729255 ISBN 13: 9780804729253
Anbieter: Lowry's Books, Three Rivers, MI, USA
Paperback. Zustand: Good. No Jacket. Good condition. Corner bumping and edge wear. Underlining and margin marking. Size: 8vo - over 7¾" - 9¾" tall.
Couverture souple. Zustand: 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. Zustand: Very good. First Edition. Paperback with minor wear to covers, contents fine.
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Zustand: As New. Unread book in perfect condition.
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Zustand: New.
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In den WarenkorbPaperback. Zustand: 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.
Zustand: good. Photo non contractuelle. Envoi rapide et soigné.
Zustand: As New. Unread book in perfect condition.
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In den WarenkorbPAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
Zustand: New.
Sprache: Englisch
Verlag: Harvard University Press, US, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
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In den WarenkorbPaperback. Zustand: 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.
Sprache: Englisch
Verlag: Harvard University Press, Cambridge, Mass, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Anbieter: Grand Eagle Retail, Bensenville, IL, USA
Paperback. Zustand: 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.
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Sprache: Englisch
Verlag: Harvard University Press 2017-12-19, 2017
ISBN 10: 0674724984 ISBN 13: 9780674724983
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In den WarenkorbPaperback. Zustand: New.
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Sprache: Englisch
Verlag: Harvard University Press, Cambridge, Mass, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
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In den WarenkorbPaperback. Zustand: 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.
Sprache: Englisch
Verlag: Harvard University Press, Cambridge, Mass, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Anbieter: AussieBookSeller, Truganina, VIC, Australien
Paperback. Zustand: 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.
Sprache: Englisch
Verlag: Harvard University Press, US, 2018
ISBN 10: 0674724984 ISBN 13: 9780674724983
Anbieter: Rarewaves.com UK, London, Vereinigtes Königreich
EUR 42,26
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In den WarenkorbPaperback. Zustand: 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.