Description |
1 online resource |
Contents |
Introduction: Force projection and the Marine eye for battle -- Shock and awe and air power -- Network-centric warfare, sensors and total situational awareness -- "Shock and awe: achieving rapid dominance" and the Iraq invasion -- Kill boxes, litening pods and the 3d aircraft wing -- "Keep your eyes out," fair fighting, and memories of killing -- Of war porn and pleasure in killing -- Pornography is the theory, and killing the practice -- Classic Hollywood combat films -- Marine Moto on YouTube -- The Iraq War on television -- Fallujah, first to fight, and Ludology -- Ender's Game and the rise of simulation in military training, 1995-2005 -- From combat films to video games -- The value added to military training -- Fighting in the digitized streets of Beirut -- Counterinsurgency and "turning off the killing switch" -- Empathy, General Mattis and the profound paradox of Marine humanitarianism -- Haditha, acute stress, and the excesses of occupying force -- USMC literary culture and warrior ethos -- "Which way would you run?" -- Posthuman warfighting -- Marines in science fiction and in space -- The post-masculinist Marines and new optics of combat -- The gladiator robot and the critique of remote warfare -- Synthetic vision of war; conclusion and epilogue -- Biopolitics and the costs of war -- Digital culture and the computational marine -- Subjectivity lives and dies |
Bibliography |
Includes bibliographical references and index |
Notes |
Print version record |
Subject |
United States. Marine Corps.
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SUBJECT |
United States. Marine Corps fast |
Subject |
Iraq War, 2003-2011.
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Iraq War, 2003-2011 -- Psychological aspects
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Combat -- Psychological aspects.
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Video games -- Social aspects
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War video games -- Social aspects
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Marines -- United States -- Psychology
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Optics -- Social aspects -- History -- 21st century
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Visual communication -- Social aspects -- United States -- History -- 21st century
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Military art and science -- Computer simulation -- Social aspects -- United States
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Iraq War, 2003-2011 -- Moral and ethical aspects
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Strategic culture -- United States
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HISTORY -- Middle East -- General.
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Combat -- Psychological aspects
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Ethics
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Psychological aspects
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Strategic culture
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Video games -- Social aspects
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Iraq
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United States
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Genre/Form |
History
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Form |
Electronic book
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ISBN |
9781421417868 |
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1421417863 |
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1421417863 |
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