Gameplay mode: war, simulation, and technoculture
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Minneapolis, Minn. [u.a.]
Univ. of Minnesota Press
2011
|
Schriftenreihe: | Electronic mediations
36 |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | "From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force's attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military's development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today's computer games--and the wider culture they increasingly influence--are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future"-- Provided by Includes bibliographical references and index |
Beschreibung: | XXVII, 222 S. Ill. |
ISBN: | 9780816653348 9780816653355 |
Internformat
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Datensatz im Suchindex
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adam_text | IMAGE 1
WAR, SIMULATION, AND TECHNOCULTURE
PATRICK CROGAN
ELECTRONIC MEDIATIONS 36
UNIVERSITY OF MINNESOTA PRESS
MINNEAPOLIS LONDON
IMAGE 2
ACKNOWLEDGMENTS / IX
INTRODUCTION: TECHNOLOGY, WAR, AND SIMULATION / XI
FROM THE MILITARY-INDUSTRIAL TO THE MILITARY-ENTERTAINMENT
COMPLEX / 1
2 SELECT GAMEPLAY MODE: SIMULATION, CRITICALITY, AND THE
CHANCE OF VIDEO GAMES / 19
3 LOGISTICAL SPACE: FLIGHT SIMULATORS AND THE ANIMATION OF
VIRTUAL REALITY / 37
4 MILITARY GAMETIME: HISTORY, NARRATIVE, AND TEMPORALITY IN
CINEMA AND GAMES / S9
S THE GAME OF LIFE: EXPERIENCES OF THE FIRST-PERSON SHOOTER / 87
6 OTHER PLAYERS IN OTHER SPACES: WAR AND ONLINE GAMES / III
7 PLAYING THROUGH: THE FUTURE OF ALTERNATIVE AND
CRITICAL GAME PRACTICES / 13 S
CONCLUSION: THE CHALLENGE OF SIMULATION / 1 S7
NOTES / 177
INDEX / 209
|
any_adam_object | 1 |
author | Crogan, Patrick |
author_facet | Crogan, Patrick |
author_role | aut |
author_sort | Crogan, Patrick |
author_variant | p c pc |
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callnumber-search | GV1469.17.S63C76 |
callnumber-sort | GV 41469.17 S63 C76 |
callnumber-subject | GV - Leisure and Recreation |
ctrlnum | (OCoLC)719427937 (DE-599)BVBBV039781253 |
dewey-full | 793.932 |
dewey-hundreds | 700 - The arts |
dewey-ones | 793 - Indoor games and amusements |
dewey-raw | 793.932 |
dewey-search | 793.932 |
dewey-sort | 3793.932 |
dewey-tens | 790 - Recreational and performing arts |
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era | Geschichte gnd |
era_facet | Geschichte |
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isbn | 9780816653348 9780816653355 |
language | English |
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physical | XXVII, 222 S. Ill. |
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publisher | Univ. of Minnesota Press |
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series | Electronic mediations |
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spelling | Crogan, Patrick Verfasser aut Gameplay mode war, simulation, and technoculture Patrick Crogan Minneapolis, Minn. [u.a.] Univ. of Minnesota Press 2011 XXVII, 222 S. Ill. txt rdacontent n rdamedia nc rdacarrier Electronic mediations 36 "From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force's attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military's development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today's computer games--and the wider culture they increasingly influence--are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future"-- Provided by Includes bibliographical references and index Geschichte gnd rswk-swf Gesellschaft Computer games Social aspects Video games Social aspects Computer war games Computer flight games GAMES / Video & Electronic bisacsh SOCIAL SCIENCE / Popular Culture bisacsh Computerspiel (DE-588)4010457-6 gnd rswk-swf Computersimulation (DE-588)4148259-1 gnd rswk-swf Krieg (DE-588)4033114-3 gnd rswk-swf Krieg (DE-588)4033114-3 s Computersimulation (DE-588)4148259-1 s Computerspiel (DE-588)4010457-6 s Geschichte z DE-604 Electronic mediations 36 (DE-604)BV013378180 36 SWB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=024642081&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Crogan, Patrick Gameplay mode war, simulation, and technoculture Electronic mediations Gesellschaft Computer games Social aspects Video games Social aspects Computer war games Computer flight games GAMES / Video & Electronic bisacsh SOCIAL SCIENCE / Popular Culture bisacsh Computerspiel (DE-588)4010457-6 gnd Computersimulation (DE-588)4148259-1 gnd Krieg (DE-588)4033114-3 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4148259-1 (DE-588)4033114-3 |
title | Gameplay mode war, simulation, and technoculture |
title_auth | Gameplay mode war, simulation, and technoculture |
title_exact_search | Gameplay mode war, simulation, and technoculture |
title_full | Gameplay mode war, simulation, and technoculture Patrick Crogan |
title_fullStr | Gameplay mode war, simulation, and technoculture Patrick Crogan |
title_full_unstemmed | Gameplay mode war, simulation, and technoculture Patrick Crogan |
title_short | Gameplay mode |
title_sort | gameplay mode war simulation and technoculture |
title_sub | war, simulation, and technoculture |
topic | Gesellschaft Computer games Social aspects Video games Social aspects Computer war games Computer flight games GAMES / Video & Electronic bisacsh SOCIAL SCIENCE / Popular Culture bisacsh Computerspiel (DE-588)4010457-6 gnd Computersimulation (DE-588)4148259-1 gnd Krieg (DE-588)4033114-3 gnd |
topic_facet | Gesellschaft Computer games Social aspects Video games Social aspects Computer war games Computer flight games GAMES / Video & Electronic SOCIAL SCIENCE / Popular Culture Computerspiel Computersimulation Krieg |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=024642081&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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