"With the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular
entertainment. In the early days of the video game industry personnel and expertise flowed from contractors building military simulations to game companies; in a middle period the military drew
significantly on the booming game industry to train troops; now in our cultural present media corporations and the militarydraw upon one another cyclically to predict the future of warfare. The
book argues that commercial video wargame franchises commodified and marketed the weapons, tactics, and threat scenarios of the Pentagon’s War on Terror. Many of the best-selling video games
(and television and films) of the last five years depict small special forces units that can deploy at a moment’s notice anywhere in the world against non-traditional enemies. This
intermediation of media forms within the military-entertainment complex has shaped the popular imaginary of war in the post 9/11 era and has naturalized the Pentagon’s vision of a new American
way of warfare."--