The Post-9/11 Video Game: A Critical Examination

This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.

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The Post-9/11 Video Game: A Critical Examination

This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.

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The Post-9/11 Video Game: A Critical Examination

The Post-9/11 Video Game: A Critical Examination

The Post-9/11 Video Game: A Critical Examination

The Post-9/11 Video Game: A Critical Examination

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Overview

This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.


Product Details

ISBN-13: 9780786499021
Publisher: McFarland & Company, Incorporated Publishers
Publication date: 03/31/2017
Pages: 200
Product dimensions: 6.00(w) x 9.00(h) x 0.60(d)
Age Range: 18 Years

About the Author

Marc A. Ouellette is an award-winning educator who teaches cultural and gender studies at Old Dominion University, where he is the Learning Games Initiative Research Fellow. Jason C. Thompson is an associate professor of English at the University of Wyoming. and an active member of the Learning Games Initiative. He lives in Laramie, Wyoming.

Table of Contents

Table of Contents

Acknowledgments viii
Preface
Introduction: Pedagogy and Allegory in “Post–9/11” Video Games
One. The City: Metonymies and Allegories of New York
Two. Showrooming the “War on Terror”: Consumerism and the Marketplace as Battlefield
Three. The War Game: Life and Death
Four. War Brothers: Letters Home
Five. Being with the Guys: Masculinity as Apprenticeship and the Homosocial
Six. Ready for Deployment: Masculinity and Technology in Call of Duty: Modern Warfare
Conclusion
Chapter Notes
Works Cited
Games Cited
Index
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