Light It Up : The Marine Eye for Battle in the War for Iraq.
- 1st ed.
- 1 online resource (232 pages)
Cover -- Contents -- Preface -- Acknowledgments -- Introduction. Force Projection and the Marine Eye for Battle -- 1 Shock and Awe and Air Power -- Network-Centric Warfare, Sensors, and Total Situational Awareness -- Achieving Rapid Dominance in Iraq -- Kill Boxes, LITENING Pods, and the Third Marine Aircraft Wing -- Keep Your Eyes Out," Fair Fighting, and Memories of Killing -- 2 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 -- 3 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 -- 4 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?" -- 5 Posthuman Warfighting -- Marines in Science Fiction and in Space -- The Postmasculinist Marines and New Optics of Combat -- The Gladiator Robot and the Critique of Remote Warfare -- 6 Synthetic Visions of War: Conclusion and Epilogue -- Biopolitics and the Costs of War -- Digital Culture and the Computational Marine -- Subjectivity Lives and Dies -- Notes -- Essay on Primary Sources -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Y -- Z.
An essential study for readers interested in modern warfare, policy makers, and historians of technology, war, and visual and military culture.
9781421417868
United States.-Marine Corps-Iraq. Iraq War, 2003-2011. Iraq War, 2003-2011-Psychological aspects. Combat-Psychological aspects. Video games-Social aspects.