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How can war be represented on stage? How does the theatre examine the structures leading to violence and war and explore their transformation of societies? Springing from the discussion about 'New Wars' in the age of globalisation, this interdisciplinary study demonstrates how these 'New Wars' bring forth new plays about war.
“For my money, John Robb, a former Air Force officer and tech guru, is the futurists' futurist.” --"Slate" The counterterrorism expert John Robb reveals how the same technology that has enabled globalization also allows terrorists and criminals to join forces against larger adversaries with relative ease and to carry out small, inexpensive actions--like sabotaging an oil pipeline--that generate a huge return. He shows how combating the shutdown of the world's oil, high-tech, and financial markets could cost us the thing we've come to value the most--worldwide economic and cultural integration--and what we must do now to safeguard against this new method of warfare.
For years theater director Bryan Doerries has been producing ancient Greek tragedies for a wide range of at-risk people in society. His is the personal and deeply passionate story of a life devoted to reclaiming the timeless power of an ancient artistic tradition to comfort the afflicted. Doerries leads an innovative public health project—Theater of War—that produces ancient dramas for current and returned soldiers, people in recovery from alcohol and substance abuse, tornado and hurricane survivors, and more. Tracing a path that links the personal to the artistic to the social and back again, Doerries shows us how suffering and healing are part of a timeless process in which dialogue and empathy are inextricably linked. The originality and generosity of Doerries’s work is startling, and The Theater of War—wholly unsentimental, but intensely felt and emotionally engaging—is a humane, knowledgeable, and accessible book that will both inspire and enlighten.
Winner of the 2019 William E. Colby Award "The book I had been waiting for. I can't recommend it highly enough." —Bill Gates The era of autonomous weapons has arrived. Today around the globe, at least thirty nations have weapons that can search for and destroy enemy targets all on their own. Paul Scharre, a leading expert in next-generation warfare, describes these and other high tech weapons systems—from Israel’s Harpy drone to the American submarine-hunting robot ship Sea Hunter—and examines the legal and ethical issues surrounding their use. “A smart primer to what’s to come in warfare” (Bruce Schneier), Army of None engages military history, global policy, and cutting-edge science to explore the implications of giving weapons the freedom to make life and death decisions. A former soldier himself, Scharre argues that we must embrace technology where it can make war more precise and humane, but when the choice is life or death, there is no replacement for the human heart.
Skipping Stones Honor Award One summer day, Luke and his friends decide to play their favorite game of war, using sticks for guns and pine cones for bombs. But Sameer, who is new to their neighborhood, doesn’t want to join in. When the kids learn that Sameer lost his family in a real war, they realize that war is not a game. The gracefulness of their response and the power of friendship are the real stories here.
Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.
The Theatre of War surveys more than two hundred plays about the First World War written, published and/or performed in Britain and Ireland between 1909 and 1998. Perspectives discussed include: subject matter, technique and evaluation. The result is an understanding of the First World War as a watershed in international history.
Spanning nearly two centuries from first contact through to settlement and apology, ​this major work focuses on the human impact of the war in the Waikato, its origins and aftermath.
This anthology consists of ten plays from countries involved in the First World War, including plays from Germany and France never before available in translation. Representing a range of dramatic forms, from radio play to street-epic, from comic sketch to musical, this anthology includes plays from: Gertrude Stein, Muriel Box, Marion Wentworth Craig, Dorothy Hewett, Berta Lask, Marie Leneru, Wendy Lill, Alice Dunbar Nelson, and Christina Reid. Highly successful in their day, these plays demonstrate how women have attempted to use theatre to achieve social change. The collection explores the historical development of theatrical conventions and genres and the historical context of social and gender issues.
How and when do military innovations take place? Do they proceed differently during times of peace and times of war? In Winning the Next War, Stephen Peter Rosen argues that armies and navies are not forever doomed to "fight the last war." Rather, they are able to respond to shifts in the international strategic situation. He also discusses the changing relationship between the civilian innovator and the military bureaucrat. In peacetime, Rosen finds, innovation has been the product of analysis and the politics of military promotion, in a process that has slowly but successfully built military capabilities critical to American military success. In wartime, by contrast, innovation has been constrained by the fog of war and the urgency of combat needs. Rosen draws his principal evidence from U.S. military policy between 1905 and 1960, though he also discusses the British army's experience with the battle tank during World War I.