Open World Empire

Open World Empire PDF Author: Christopher B. Patterson
Publisher: NYU Press
ISBN: 1479802042
Category : Social Science
Languages : en
Pages : 360

Book Description
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.

Open World Empire

Open World Empire PDF Author: Christopher B. Patterson
Publisher: NYU Press
ISBN: 147988636X
Category : Social Science
Languages : en
Pages : 360

Book Description
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.

The First World Empire

The First World Empire PDF Author: Hélder Carvalhal
Publisher: Routledge
ISBN: 1000372820
Category : History
Languages : en
Pages : 302

Book Description
This book offers a comprehensive overview of the early modern military history of Portugal and its possessions in Africa, the Americas, and Asia from the perspective of the military revolution historiographical debate. The existence of a military revolution in the early modern period has been much debated in international historiography, and this volume fills a significant gap in its relation to the history of Portugal and its overseas empire. It examines different forms of military change in specifically Portuguese case studies but also adopts a global perspective through the analysis of different contexts and episodes in Africa, the Americas, and Asia. Contributors explore whether there is evidence of what could be defined as aspects of a military revolution or whether other explanatory models are needed to account for different forms of military change. In this way, it offers the reader a variety of perspectives that contribute to the debate over the applicability of the military revolution concept to Portugal and its empire during the early modern period. Broken down into four thematic parts and broad in both chronological and geographical scope, the book deepens our understanding of the art of warfare in Portugal and its empire and demonstrates how the military revolution debate can be used to examine military change in a global perspective. This is an essential text for scholars and students of military history, military architecture, global history, Asian history, and the history of Iberian empires.

Empire in Transition

Empire in Transition PDF Author: Alfred Hower
Publisher: University Press of Florida
ISBN: 1947372750
Category : History
Languages : pt
Pages : 315

Book Description
The books in the Florida and the Caribbean Open Books Series demonstrate the University Press of Florida’s long history of publishing Latin American and Caribbean studies titles that connect in and through Florida, highlighting the connections between the Sunshine State and its neighboring islands. Books in this series show how early explorers found and settled Florida and the Caribbean. They tell the tales of early pioneers, both foreign and domestic. They examine topics critical to the area such as travel, migration, economic opportunity, and tourism. They look at the growth of Florida and the Caribbean and the attendant pressures on the environment, culture, urban development, and the movement of peoples, both forced and voluntary. The Florida and the Caribbean Open Books Series gathers the rich data available in these architectural, archaeological, cultural, and historical works, as well as the travelogues and naturalists’ sketches of the area in prior to the twentieth century, making it accessible for scholars and the general public alike. The Florida and the Caribbean Open Books Series is made possible through a grant from the National Endowment for the Humanities and the Andrew W. Mellon Foundation, under the Humanities Open Books program.

Empire in Black and Gold

Empire in Black and Gold PDF Author: Adrian Tchaikovsky
Publisher: Prometheus Books
ISBN: 1616143398
Category : Fiction
Languages : en
Pages : 574

Book Description
The city states of the Lowlands have lived in peace for decades, bastions of civilization, prosperity and sophistication, protected by treaties, trade and a belief in the reasonable nature of their neighbors. But meanwhile, in far-off corners, the Wasp Empire has been devouring city after city with its highly trained armies, its machines, it killing Art . . . And now its hunger for conquest and war has become insatiable. Only the aging Stenwold Maker, spymaster, artificer and statesman, can see that the long days of peace are over. It falls upon his shoulders to open the eyes of his people, before a black-and-gold tide sweeps down over the Lowlands and burns away everything in its path. But first he must stop himself from becoming the Empire's latest victim.

Games of Empire

Games of Empire PDF Author: Nick Dyer-Witheford
Publisher: U of Minnesota Press
ISBN: 1452942706
Category : Social Science
Languages : en
Pages : 462

Book Description
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Ghosts of Empire

Ghosts of Empire PDF Author: Kwasi Kwarteng
Publisher: A&C Black
ISBN: 1408829002
Category : Decolonization
Languages : en
Pages : 497

Book Description
This fascinating book shows how the later years of the British Empire were characterised by accidental oversights, irresponsible opportunism and uncertain pragmatism.

The Poisoned Well

The Poisoned Well PDF Author: Roger Hardy
Publisher: Oxford University Press
ISBN: 1787380491
Category : History
Languages : en
Pages : 352

Book Description
Almost fifty years after Britain and France left the Middle East, the toxic legacies of their rule continue to fester. To make sense of today's conflicts and crises, we need to grasp how Western imperialism shaped the region and its destiny in the half-century between 1917 and 1967. Roger Hardy unearths an imperial history stretching from North Africa to southern Arabia that sowed the seeds of future conflict and poisoned relations between the Middle East and the West. Drawing on a rich cast of eye-witnesses - ranging from nationalists and colonial administrators to soldiers, spies, and courtesans - The Poisoned Well brings to life the making of the modern Middle East, highlighting the great dramas of decolonisation such as the end of the Palestine mandate, the Suez crisis, the Algerian war of independence, and the retreat from Aden. Concise and beautifully written, The Poisoned Well offers a thought-provoking and insightful story of the colonial legacy in the Middle East.

Pulp Empire

Pulp Empire PDF Author: Paul S. Hirsch
Publisher: University of Chicago Press
ISBN: 0226829464
Category : Comics & Graphic Novels
Languages : en
Pages : 346

Book Description
Winner of the Popular Culture Association's Ray and Pat Browne Award for Best Book in Popular or American Culture In the 1940s and ’50s, comic books were some of the most popular—and most unfiltered—entertainment in the United States. Publishers sold hundreds of millions of copies a year of violent, racist, and luridly sexual comics to Americans of all ages until a 1954 Senate investigation led to a censorship code that nearly destroyed the industry. But this was far from the first time the US government actively involved itself with comics—it was simply the most dramatic manifestation of a long, strange relationship between high-level policy makers and a medium that even artists and writers often dismissed as a creative sewer. In Pulp Empire, Paul S. Hirsch uncovers the gripping untold story of how the US government both attacked and appropriated comic books to help wage World War II and the Cold War, promote official—and clandestine—foreign policy and deflect global critiques of American racism. As Hirsch details, during World War II—and the concurrent golden age of comic books—government agencies worked directly with comic book publishers to stoke hatred for the Axis powers while simultaneously attempting to dispel racial tensions at home. Later, as the Cold War defense industry ballooned—and as comic book sales reached historic heights—the government again turned to the medium, this time trying to win hearts and minds in the decolonizing world through cartoon propaganda. Hirsch’s groundbreaking research weaves together a wealth of previously classified material, including secret wartime records, official legislative documents, and caches of personal papers. His book explores the uneasy contradiction of how comics were both vital expressions of American freedom and unsettling glimpses into the national id—scourged and repressed on the one hand and deployed as official propaganda on the other. Pulp Empire is a riveting illumination of underexplored chapters in the histories of comic books, foreign policy, and race.

Making a World after Empire

Making a World after Empire PDF Author: Christopher J. Lee
Publisher: Ohio University Press
ISBN: 0896804682
Category : History
Languages : en
Pages : 417

Book Description
In April 1955, twenty-nine countries from Africa, Asia, and the Middle East came together for a diplomatic conference in Bandung, Indonesia, intending to define the direction of the postcolonial world. Representing approximately two-thirds of the world’s population, the Bandung conference occurred during a key moment of transition in the mid-twentieth century—amid the global wave of decolonization that took place after the Second World War and the nascent establishment of a new cold war world order in its wake. Participants such as Jawaharlal Nehru of India, Gamal Abdel Nasser of Egypt, Zhou Enlai of China, and Ahmed Sukarno of Indonesia seized this occasion to attempt the creation of a political alternative to the dual threats of Western neocolonialism and the cold war interventionism of the United States and the Soviet Union. The essays in this volume explore the diverse repercussions of this event, tracing the diplomatic, intellectual, and sociocultural histories that have emanated from it. Making a World after Empire consequently addresses the complex intersection of postcolonial history and cold war history and speaks to contemporary discussions of Afro-Asianism, empire, and decolonization, thus reestablishing the conference’s importance in twentieth-century global history. Contributors: Michael Adas, Laura Bier, James R. Brennan, G. Thomas Burgess, Antoinette Burton, Dipesh Chakrabarty, Julian Go, Christopher J. Lee, Jamie Monson, Jeremy Prestholdt, Denis M. Tull
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