000 | 02927cam a2200373 i 4500 | ||
---|---|---|---|
001 | 20498369 | ||
005 | 20220111143352.0 | ||
010 | _a 2017054975 | ||
020 |
_a9780813597492 _q(cloth : _qalk. paper) |
||
020 |
_a9780813597485 _q(paperback : _qalk. paper) |
||
020 |
_z9780813597508 _q(epub) |
||
020 |
_z9780813597522 _q(web pdf) |
||
040 |
_aLBSOR/DLC _beng _cLBSOR _erda _dDLC |
||
042 | _apcc | ||
043 | _an-us--- | ||
050 | 0 | 0 |
_aD743.23 _b.A45 2018 |
082 | 0 | 0 |
_a791.436 _223 |
100 | 1 |
_aAllison, Tanine, _eauthor. _929495 |
|
245 | 1 | 0 |
_aDestructive sublime : _bWorld War II in American film and media / |
260 |
_aUSA : _bRutgers University Press , _c2018 . |
||
300 |
_a248 pages : _billustrations ; _c23 cm. |
||
490 | 0 | _aWar culture | |
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aIntroduction: A retrospective look at the World War II combat genre -- "No faking here": The new authenticity of wartime combat documentaries -- The "good war"? Style and space in 1940s combat films -- Rationalizing war: Reconstructions of World War II during the Cold War and Vietnam -- Nostalgia for combat: World War II at the end of cinema -- Simulating war on an algorithmic playground -- Conclusion: A bad war? The World War II combat genre now. | |
520 | _a"The American popular imagination has long portrayed World War II as the 'good war,' fought by the "greatest generation" for the sake of freedom and democracy. Yet, combat films and other war media complicate this conventional view by indulging in explosive displays of spectacular violence. Combat sequences, Tanine Allison argues, construct a counter-narrative of World War II by reminding viewers of the war's harsh brutality. Destructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. Allison locates some of video games' glorification of violence, disruptive audiovisual style, and bodily sensation in even the most canonical and seemingly conservative films of the genre. In a series of case studies spanning more than seventy years--from wartime documentaries like The Battle of San Pietro to fictional reenactments like The Longest Day and Saving Private Ryan to combat video games like Medal of Honor--this book reveals how the genre's aesthetic forms reflect (and influence) how American culture conceives of war, nation, and representation itself"-- | ||
600 |
_xMass Media _xUnited States _xWar _929496 |
||
650 | 0 |
_aWorld War, 1939-1945 _xMotion pictures and the war. _929497 |
|
650 | 0 |
_aWorld War, 1939-1945 _xMass media and the war. _929498 |
|
650 | 0 |
_aWar films _zUnited States _xHistory and criticism. _929499 |
|
650 | 0 |
_aComputer war games. _929500 |
|
906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
||
942 |
_2ddc _cNFIC |
||
955 |
_aLBSOR _axn11 2018-07-05 1 copy rec'd., to CIP ver. |
||
999 |
_c12581 _d12581 |