Playing with Feelings: Video Games and Affect | The Player's Power to Change the Game: Ludic Mutation (MediaMatters) | Live Work Work Work Die: A Journey into the Savage Heart of Silicon Valley | Automating Inequality: How High-Tech Tools Profile, Police, and Punish the Poor | Surveillance Valley: The Secret Military History of the Internet | Arts of Living on a Damaged Planet: Ghosts and Monsters of the Anthropocene | Zones of Control
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 Americaâs 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 publicâs imagination of war in the post-9/11 era and naturalized the U.S. Pentagonâs vision of a new way of war.
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