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Dan White

Biographic Data

ID8551836
NAMEDan White
GIVEN NAMESDan
FAMILY NAMEWhite
SIGNATUREWHITE D
VERIFIEDNo
TOTAL WORKS2
TOTAL CITATIONS0
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR1992
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Imagining Alternative Worlds

    Dan White•CHAPTER•Routledge Handbook of Media and…•2026

    This chapter examines the impact of video games on the U.S. intelligence community. In 2020, the size of the video game industry surpassed that of the film and sports entertainment industries in the United States and is expected to continue growing. The effect of video games on the U.S. intelligence community is likely understudied and underappreciated. These effects range from the image of the profession, new opportunities for training and intel…

  • Lost Comrades: Socialists of the Front Generation, 1918–1945

    Dan S White, Dan White•BOOK•Lost Comrades•1992

    The concept of generation as a historical category has never been used more effectively than in Lost Comrades . The socialists of the Front Generation, young men in 1914, were driven into political activity and ideological exploration by the experience of the First World War. Their efforts to renew socialism, to carry it beyond Marxism and beyond the working class, were profound and original, yet ultimately they failed. Lost Comrades follows the …

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  • Lost Comrades: Socialists of the Front Generation, 1918–1945

    Dan S White, Dan White•BOOK•Lost Comrades•1992

    The concept of generation as a historical category has never been used more effectively than in Lost Comrades . The socialists of the Front Generation, young men in 1914, were driven into political activity and ideological exploration by the experience of the First World War. Their efforts to renew socialism, to carry it beyond Marxism and beyond the working class, were profound and original, yet ultimately they failed. Lost Comrades follows the …

  • Imagining Alternative Worlds

    Dan White•CHAPTER•Routledge Handbook of Media and…•2026

    This chapter examines the impact of video games on the U.S. intelligence community. In 2020, the size of the video game industry surpassed that of the film and sports entertainment industries in the United States and is expected to continue growing. The effect of video games on the U.S. intelligence community is likely understudied and underappreciated. These effects range from the image of the profession, new opportunities for training and intel…

20th century (1 works) · Ancient history (1 works) · Anthropological Studies and Insights (1 works) · biography (1 works) · CLARITY (1 works) · Classics (1 works) · Communism (1 works) · Decolonial Thought and Epistemologies (1 works) · Economic history (1 works) · Engineering (1 works)

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