Description |
1 online resource |
Physical Medium |
polychrome |
Description |
text file |
Bibliography |
Includes bibliographical references and index. |
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. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Subject |
United States. Marine Corps.
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United States. Marine Corps. |
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Iraq War, 2003-2011.
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Iraq War (2003-2011) |
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Iraq War, 2003-2011 -- Psychological aspects.
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Psychological aspects. |
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Combat -- Psychological aspects.
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Combat -- Psychological aspects. |
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Video games -- Social aspects.
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Video games -- Social aspects. |
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War video games -- Social aspects.
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War video games. |
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Social aspects. |
Genre/Form |
War video games.
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Subject |
Marines -- United States -- Psychology.
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Marines. |
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United States. |
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Psychology. |
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Optics -- Social aspects -- History -- 21st century.
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Optics. |
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History. |
Chronological Term |
21st century |
Subject |
Visual communication -- Social aspects -- United States -- History -- 21st century.
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Visual communication -- Social aspects. |
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Visual communication. |
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Military art and science -- Computer simulation methods -- Social aspects -- United States.
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Military art and science. |
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Iraq War, 2003-2011 -- Moral and ethical aspects.
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Strategic culture -- United States.
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Strategic culture. |
Genre/Form |
Electronic books.
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Added Title |
Marine Eye for Battle in the War for Iraq |
Other Form: |
Print version: Pettegrew, John, 1959- Light it Up. Baltimore : Johns Hopkins University Press, 2015 9781421417851 (DLC) 2014049510 (OCoLC)904713523 |
ISBN |
9781421417868 (electronic book) |
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1421417863 (electronic book) |
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1421417863 (electronic) |
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9781421417851 |
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1421417855 |
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