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America's digital army : games at work and war / Robertson Allen.

By: Material type: TextTextSeries: Anthropology of contemporary North AmericaPublisher: Lincoln, [Nebraska] ; London, [England] : University of Nebraska Press, 2017Copyright date: ©2017Description: 1 online resource (200 pages) : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781496200631 (e-book)
Subject(s): Genre/Form: Additional physical formats: Print version:: America's digital army : games at work and war.DDC classification:
  • 355.4/8028553 23
LOC classification:
  • U310 .A454 2017
Online resources:
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Holdings
Item type Current library Call number Status Date due Barcode Item holds
Ebrary Online Books Ebrary Online Books Colombo Available CBERA10002419
Ebrary Online Books Ebrary Online Books Jaffna Available JFEBRA10002419
Ebrary Online Books Ebrary Online Books Kandy Available KDEBRA10002419
Total holds: 0

Enhanced descriptions from Syndetics:

America's Digital Army is an ethnographic study of the link between interactive entertainment and military power, drawing on Robertson Allen's fieldwork observing video game developers, military strategists, U.S. Army marketing agencies, and an array of defense contracting companies that worked to produce the official U.S. Army video game, America's Army . Allen uncovers the methods by which gaming technologies such as America's Army, with military funding and themes, engage in a militarization of American society that constructs everyone, even nonplayers of games, as virtual soldiers available for deployment.

America's Digital Army examines the army's desire for "talented" soldiers capable of high-tech work; beliefs about America's enemies as reflected in the game's virtual combatants; tensions over best practices in military recruiting; and the sometimes overlapping cultures of gamers, game developers, and soldiers.

Allen reveals how binary categorizations such as soldier versus civilian, war versus game, work versus play, and virtual versus real become blurred--if not broken down entirely--through games and interactive media that reflect the U.S. military's ludic imagination of future wars, enemies, and soldiers.

Includes bibliographical references and index.

Description based on print version record.

Electronic reproduction. Ann Arbor, MI : ProQuest, 2016. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.

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