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