Cold War Games

Author: Toby C Rider

Publisher: University of Illinois Press

ISBN: 0252098455

Category: History

Page: 288

View: 1809

It is the early Cold War. The Soviet Union appears to be in irresistible ascendance, and moves to exploit the Olympic Games as a vehicle for promoting international communism. In response, the United States conceives a subtle, far-reaching psychological warfare campaign to blunt the Soviet advance. Drawing on newly declassified materials and archives, Toby C. Rider chronicles how the US government used the Olympics to promote democracy and its own policy aims during the tense early phase of the Cold War. Rider shows how the government, though constrained by traditions against interference in the Games, eluded detection by cooperating with private groups, including secretly funded émigré organizations bent on liberating their home countries from Soviet control. At the same time, the United States appropriated Olympic host cities to hype the American economic and political system while, behind the scenes, the government attempted clandestine manipulation of the International Olympic Committee. Rider also details the campaigns that sent propaganda materials around the globe as the United States mobilized culture in general, and sports in particular, to fight the communist threat.

War Games

Author: Jonna Eagle

Publisher: Rutgers University Press

ISBN: 0813598915

Category: Computers

Page: 197

View: 5999

"War Games surveys the contemporary terrain of simulated war experience and locates this experience within the broader history of war and media. Organized around three modes of war representation--live, screen-based, and interactive--this book provides an overview of the nature, function, and appeal of war games. The first chapter on live war games discusses activities such as chess, football, and battle re-enactments. The second chapter looks at the simulated, intense gaze via movies such as Saving Private Ryan, The Hurt Locker, and American Sniper. The final chapter considers the role of video games and other interactive technologies, such as Doom, Counter-Strike, Call of Duty, and other simulated war experiences via helmet cams and drone warfare. In approaching these conceptual categories, Jonna Eagle highlights key tensions in the relationship of media and war and allows for an emphasis on both the historical evolution of the simulated war experience and the continuity of issues and impulses across this evolution"--

War Games

Author: Philip Hammond,Holger Pötzsch

Publisher: Bloomsbury Publishing USA

ISBN: 1501351168

Category: Social Science

Page: 288

View: 695

Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

Diplomatic Games

Author: Heather L. Dichter,Andrew L. Johns

Publisher: University Press of Kentucky

ISBN: 0813145651

Category: Social Science

Page: 497

View: 5090

The National Association for the Advancement of Colored People (NAACP) is the nation's oldest civil rights organization, having dedicated itself to the fight for racial equality since 1909. While the group helped achieve substantial victories in the courtroom, the struggle for civil rights extended beyond gaining political support. It also required changing social attitudes. The NAACP thus worked to alter existing prejudices through the production of art that countered racist depictions of African Americans, focusing its efforts not only on changing the attitudes of the white middle class but also on encouraging racial pride and a sense of identity in the black community. Art for Equality explores an important and little-studied side of the NAACP's activism in the cultural realm. In openly supporting African American artists, writers, and musicians in their creative endeavors, the organization aimed to change the way the public viewed the black community. By overcoming stereotypes and the belief of the majority that African Americans were physically, intellectually, and morally inferior to whites, the NAACP believed it could begin to defeat racism. Illuminating important protests, from the fight against the 1915 film The Birth of a Nation to the production of anti-lynching art during the Harlem Renaissance, this insightful volume examines the successes and failures of the NAACP's cultural campaign from 1910 to the 1960s. Exploring the roles of gender and class in shaping the association's patronage of the arts, Art for Equality offers an in-depth analysis of the social and cultural climate during a time of radical change in America.

Gamer Nation

Author: John Wills

Publisher: JHU Press

ISBN: 1421428695

Category: History

Page: 296

View: 4428

Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but how games affect how people relate to America itself.

Fundamentals of War Gaming

Author: Francis J. McHugh

Publisher: Government Printing Office

ISBN: 9781935352006

Category: History

Page: 260

View: 637

Fundamentals of War Gaming provides an in-depth introduction to the basics of military gaming, and offers historical insights into the devewlopment of war gaming methodologies. It covers the evolution of gaming tools such as the ancient adaptations of chess and the development of Kriegspiel to teach military tactics to Prussian officers. The employment of gaming by various military powers, before and during the World Wars, is explored and culminated with the introduction of computer support and simulations in the U.S. Navy.

Rewriting the American Soul

Author: Anna Thiemann

Publisher: Routledge

ISBN: 1351846965

Category: Literary Criticism

Page: 210

View: 2858

Rewriting the American Soul focuses on the political implications of psychoanalytic and neurocognitive approaches to trauma in literature, their impact on cultural representations of collective trauma in the United States, and their subversive appropriation in pre- and post-9/11 fiction. Anna Thiemann connects cutting edge trauma theory with the historical context from which it emerged and shows that contemporary novels encourage us to reflect critically on the cultural meanings and political uses of trauma. In doing so, it contributes to a new generation of trauma scholarship that challenges the dominant paradigm in literary and cultural studies. Moreover, the book intervenes in current debates about the relationship between literature and neuroscience insisting that the so-called neuronovel scrutinizes scientific developments and their political ramifications rather than adopting and translating them into aesthetic practices.

Playing with the Past

Author: Matthew Wilhelm Kapell,Andrew B.R. Elliott

Publisher: Bloomsbury Publishing USA

ISBN: 1623568242

Category: Social Science

Page: 400

View: 7004

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.