1.

Record Nr.

UNINA9910792960203321

Autore

Allen Robertson

Titolo

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

Pubbl/distr/stampa

Lincoln, [Nebraska] ; ; London, [England] : , : University of Nebraska Press, , 2017

©2017

ISBN

1-4962-0061-6

1-4962-0063-2

Descrizione fisica

1 online resource (200 pages) : illustrations

Collana

Anthropology of Contemporary North America

Classificazione

SOC002010GAM013000SOC022000

Disciplina

355.4/8028553

Soggetti

War video games - United States

War video games - Social aspects - United States

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Machine generated contents note:  List of Illustrations Acknowledgments 1. America's Digital Army 2. The Art of Persuasion and the Science of Manpower 3. The Artifice of the Virtual and the Real 4. The Full-Spectrum Soft Sell of the Army Experience 5. Complicating the Military Entertainment Complex 6. The Labor of Virtual Soldiers Notes Glossary References Index.

Sommario/riassunto

"An ethnographic study based on scholar Robertson Allen's years of behind-the-scenes ethnographic fieldwork within the work environments of the video game developers, military strategists, enlisted soldiers, and defense contractors who produced the official U.S. Army video game, "America's Army.""--

"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."--