The Locator -- [(subject = "War films--United States--History and criticism")]

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03068aam a2200409 i 4500
001 950FEAAE961911E8A89F3E0097128E48
003 SILO
005 20180802010035
008 180324t20182018njua     b   s001 0 eng c
010    $a 2017054975
020    $a 081359748X
020    $a 9780813597485
020    $a 0813597498
020    $a 9780813597492
035    $a (OCoLC)1007582397
040    $a LBSOR/DLC $b eng $e rda $c DLC $d OCLCO $d OCLCF $d YDX $d OCLCO $d IUL $d SILO
042    $a pcc
043    $a n-us---
050 00 $a D743.23 A45 2018
100 1  $a Allison, Tanine, $d 1979- $e author.
245 10 $a Destructive sublime : $b World War II in American film and media / $c Tanine Allison.
264  1 $a New Brunswick, New Jersey : $b Rutgers University Press, $c [2018]
300    $a vii, 248 pages : $b illustrations ; $c 23 cm.
490 1  $a War culture
504    $a Includes bibliographical references and index.
505 0  $a Introduction: 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"-- $c Provided by publisher.
611 27 $a World War (1939-1945) $2 fast $0 (OCoLC)fst01180924
650  0 $a World War, 1939-1945 $x Motion pictures and the war.
650  0 $a World War, 1939-1945 $x Mass media and the war.
650  0 $a War films $z United States $x History and criticism.
650  0 $a Computer war games.
830  0 $a War culture.
941    $a 1
952    $l USUX851 $d 20180905045931.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=950FEAAE961911E8A89F3E0097128E48
994    $a C0 $b IWA

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