000 03438cam a2200421 i 4500
001 on1038273521
003 OCoLC
005 20240726105048.0
008 180601s2018 njua ob s001 0 eng d
040 _aNT
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020 _a9780813597508
_q((electronic)l(electronic)ctronic)
020 _a9780813597522
_q((electronic)l(electronic)ctronic)
043 _an-us---
050 0 4 _aD743
_b.D478 2018
049 _aMAIN
100 1 _aAllison, Tanine,
_d1979-
_e1
245 1 0 _aDestructive sublime :
_bWorld War II in American film and media /
_cTanine Allison.
260 _aNew Brunswick, New Jersey :
_bRutgers University Press,
_c(c)2018.
300 _a1 online resource (vii, 248 pages) :
_billustrations (some color)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
490 1 _aWar culture
520 0 _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"--
_cProvided by publisher
504 _a2
505 0 0 _aIntroduction: A retrospective look at the World War II combat genre --
_t"No faking here": The new authenticity of wartime combat documentaries --
_tThe "good war"? Style and space in 1940s combat films --
_tRationalizing war: Reconstructions of World War II during the Cold War and Vietnam --
_tNostalgia for combat: World War II at the end of cinema --
_tSimulating war on an algorithmic playground --
_tConclusion: A bad war? The World War II combat genre now.
530 _a2
_ub
650 0 _aWorld War, 1939-1945
_xMotion pictures and the war.
650 0 _aWorld War, 1939-1945
_xMass media and the war.
650 0 _aWar films
_zUnited States
_xHistory and criticism.
650 0 _aWar video games.
655 1 _aElectronic Books.
856 4 0 _uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1612114&site=eds-live&custid=s3260518
_zClick to access digital title | log in using your CIU ID number and my.ciu.edu password
942 _cOB
_D
_eEB
_hD.
_m2018
_QOL
_R
_x
_8NFIC
_2LOC
994 _a92
_bNT
999 _c87743
_d87743
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell