LEADER 03574nam 2200529 450 001 9910792960203321 005 20230203015413.0 010 $a1-4962-0061-6 010 $a1-4962-0063-2 035 $a(CKB)3710000001368997 035 $a(MiAaPQ)EBC4862204 035 $a(OCoLC)987473928 035 $a(MdBmJHUP)muse56656 035 $a(Au-PeEL)EBL4862204 035 $a(CaPaEBR)ebr11386297 035 $a(EXLCZ)993710000001368997 100 $a20170615h20172017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aAmerica's digital army $egames at work and war /$fRobertson Allen 210 1$aLincoln, [Nebraska] ;$aLondon, [England] :$cUniversity of Nebraska Press,$d2017. 210 4$dİ2017 215 $a1 online resource (200 pages) $cillustrations 225 1 $aAnthropology of Contemporary North America 311 $a0-8032-8529-9 320 $aIncludes bibliographical references and index. 327 $aMachine 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. 330 $a"An ethnographic study based on scholar Robertson Allen's years of behind-the-scenes ethnographic fieldwork within the work environments of the video game developers, military strategists, enlisted soldiers, and defense contractors who produced the official U.S. Army video game, "America's Army.""--$cProvided by publisher. 330 $a"America's Digital Army is an ethnographic study of the link between interactive entertainment and military power, drawing on Robertson Allen's fieldwork observing video game developers, military strategists, U.S. Army marketing agencies, and an array of defense contracting companies that worked to produce the official U.S. Army video game, America's Army. Allen uncovers the methods by which gaming technologies such as America's Army, with military funding and themes, engage in a militarization of American society that constructs everyone, even nonplayers of games, as virtual soldiers available for deployment. America's Digital Army examines the army's desire for "talented" soldiers capable of high-tech work; beliefs about America's enemies as reflected in the game's virtual combatants; tensions over best practices in military recruiting; and the sometimes overlapping cultures of gamers, game developers, and soldiers. Allen reveals how binary categorizations such as soldier versus civilian, war versus game, work versus play, and virtual versus real become blurred--if not broken down entirely--through games and interactive media that reflect the U.S. military's ludic imagination of future wars, enemies, and soldiers."--$cProvided by publisher. 410 0$aAnthropology of contemporary North America. 606 $aWar video games$zUnited States 606 $aWar video games$xSocial aspects$zUnited States 615 0$aWar video games 615 0$aWar video games$xSocial aspects 676 $a355.4/8028553 686 $aSOC002010$aGAM013000$aSOC022000$2bisacsh 700 $aAllen$b Robertson$01572957 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910792960203321 996 $aAmerica's digital army$93848395 997 $aUNINA