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4 result(s) for "Allen, Robertson, author"
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America's digital army : games at work and war
\"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.\"-- Provided by publisher.
America's Digital Army
America's Digital Armyis 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 asAmerica'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 Armyexamines 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.
War, technology, anthropology
Technologies of the allied warfare in Iraq and Afghanistan, such as remote-controlled drones and night vision goggles, allow the user to \"virtualize\" human targets. This coincides with increased civilian casualties and a perpetuation of the very insecurity these technologies are meant to combat. This concise volume of research and reflections from different regions across Asia, the Middle East, Latin America, and Africa, observes how anthropology operates as a technology of war. It tackles recent theories of humans in society colluding with imperialist claims, including anthropologists who have become involved professionally in warfare through their knowledge of \"cultures,\" renamed as \"human terrain systems.\" The chapters link varied yet crucial domains of inquiry: from battlefields technologies, military-driven scientific policy, and economic warfare, to martyrdom cosmology shifts, media coverage of \"distant\" wars, and the virtualizing techniques and \"war porn\" soundtracks of the gaming industry.