Posttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V

Nonfiction, Social & Cultural Studies, Social Science, Cultural Studies, Popular Culture, Fiction & Literature, Literary Theory & Criticism
Cover of the book Posttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V by Amy M. Green, Springer International Publishing
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Author: Amy M. Green ISBN: 9783319627496
Publisher: Springer International Publishing Publication: August 22, 2017
Imprint: Palgrave Macmillan Language: English
Author: Amy M. Green
ISBN: 9783319627496
Publisher: Springer International Publishing
Publication: August 22, 2017
Imprint: Palgrave Macmillan
Language: English

This 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.

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This 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.

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