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008 170822s2017 sz | s |||| 0|eng d
020 |a9783319627496|9978-3-319-62749-6
024 7 |a10.1007/978-3-319-62749-6|2doi
041 |aeng
049 |aTürk Dil Kurumu Kütüphanesi
050 4|aP87-96
072 7|aJFD|2bicssc
072 7|aSOC052000|2bisacsh
072 7|aJBCT|2thema
082 04|a302.2|223
090 |aEK/5433
100 1 |aGreen, Amy M.|eauthor.|4aut|4http://id.loc.gov/vocabulary/relators/aut
245 10|aPosttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V|h[electronic resource] /|cby Amy M. Green.
250 |a1st ed. 2017.
264 1|aCham :|bSpringer International Publishing :|bImprint: Palgrave Macmillan,|c2017.
300 |aVIII, 120 p.|bonline resource.
336 |atext|btxt|2rdacontent
337 |acomputer|bc|2rdamedia
338 |aonline resource|bcr|2rdacarrier
347 |atext file|bPDF|2rda
505 0 |a1. Introduction: “Just another Day in a War without End”: Hideo Kojima and Metal Gear -- 2. Metal Gear Solid V: The Phantom Pain’s Denial of Player Expectations: The War Game that Isn’t -- 3. History, Historicity, and Fiction: Pseudorealities in Ground Zeroes and The Phantom Pain -- 4. Posttraumatic Stress Disorder in Fiction and Reality: Anguish and Agony -- 5. The Phantom Pain’s Opening Mission: Hospital as Slaughterhouse and an Introduction to Trauma -- 6. “You Can’t Patch a Wounded Soul with a Band-Aid”: Manifestations of Trauma in the Characters of Ground Zeroes and The Phantom Pain -- 7. “Who are you? Snake? It's not you . . . is it?”: Contradiction and Fragmentation at Game’s End.
520 |aThis book explores the video game Metal Gear Solid V’s exploration of trauma and posttraumatic stress disorder (PTSD) through a careful analysis of its thematic elements and characters. It also considers the game’s complex take on post-9/11 history. Metal Gear Solid V consists of two interrelated titles, Ground Zeroes and The Phantom Pain. Ground Zeroes is examined as a post-9/11 narrative exploring America’s use of Guantanamo Bay and the extraordinary rendition program as tools in the War on Terror. The Phantom Pain is examined as a work exploring post-9/11 in trauma, especially in returning soldiers. The characters appearing in both games are given substantial consideration and analysis as embodiments of different forms of PTSD and trauma. This book appeals especially to those interested in video game study, to those who are enthusiasts of video games, and those interested in post-9/11 narratives. Amy M. Green is Assistant Professor-in-Residence at the University of Nevada, Las Vegas, USA. Her work on video games has appeared in numerous academic journals, a TEDx talk, and interviews with KNPR’s State of Nevada program. She is currently working on another book on video games.
650 0|aCommunication.
650 0|aPopular Culture.
650 0|aTechnology|xSociological aspects.
650 0|aDigital media.
650 0|aLiterature and technology.
650 0|aMass media and literature.
650 14|aMedia and Communication.
650 24|aPopular Culture.
650 24|aScience, Technology and Society.
650 24|aDigital and New Media.
650 24|aLiterature and Technology.
710 2 |aSpringerLink (Online service)
773 0 |tSpringer Nature eBook
776 08|iPrinted edition:|z9783319627489
776 08|iPrinted edition:|z9783319627502
776 08|iPrinted edition:|z9783319873831
856 40|uhttps://doi.org/10.1007/978-3-319-62749-6
912 |aZDB-2-LCM
912 |aZDB-2-SXL
950 |aLiterature, Cultural and Media Studies (SpringerNature-41173)
950 |aLiterature, Cultural and Media Studies (R0) (SpringerNature-43723)