Gameplay mode: war, simulation, and technoculture
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Minneapolis
University of Minnesota Press
2011
|
Schriftenreihe: | Electronic mediations
36 |
Schlagworte: | |
Beschreibung: | xxvii, 222 p. |
ISBN: | 9780816653355 9780816678334 |
Internformat
MARC
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100 | 1 | |a Crogan, Patrick |e Verfasser |4 aut | |
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264 | 1 | |a Minneapolis |b University of Minnesota Press |c 2011 | |
300 | |a xxvii, 222 p. | ||
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337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
490 | 1 | |a Electronic mediations |v v. 36 | |
505 | 8 | |a Includes bibliographical references and index | |
505 | 8 | |a Machine generated contents note: ContentsAcknowledgmentsIntroduction: Technology, War, and Simulation -- 1. From the Military-Industrial to the Military-Entertainment Complex -- 2. Select Gameplay Mode: Simulation, Criticality, and the Chance of Videogames -- 3. Logistical Space: Flight Simulators and the Animation of Virtual Reality -- 4. Military Gametime: History, Narrative, and Temporality in Cinema and Games -- 5. The Game of Life: Experiences of the First-Person Shooter -- 6. Other Players in Other Spaces: War and Online Games -- 7. Playing Through: The Future of Alternative and Critical Game Projects -- Conclusion: The Challenge of SimulationNotes -- Index | |
505 | 8 | |a "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"-- | |
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650 | 4 | |a Computer flight games | |
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Crogan, Patrick |
author_facet | Crogan, Patrick |
author_role | aut |
author_sort | Crogan, Patrick |
author_variant | p c pc |
building | Verbundindex |
bvnumber | BV044847516 |
collection | ZDB-38-ESG |
contents | Includes bibliographical references and index Machine generated contents note: ContentsAcknowledgmentsIntroduction: Technology, War, and Simulation -- 1. From the Military-Industrial to the Military-Entertainment Complex -- 2. Select Gameplay Mode: Simulation, Criticality, and the Chance of Videogames -- 3. Logistical Space: Flight Simulators and the Animation of Virtual Reality -- 4. Military Gametime: History, Narrative, and Temporality in Cinema and Games -- 5. The Game of Life: Experiences of the First-Person Shooter -- 6. Other Players in Other Spaces: War and Online Games -- 7. Playing Through: The Future of Alternative and Critical Game Projects -- Conclusion: The Challenge of SimulationNotes -- Index "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"-- |
ctrlnum | (ZDB-38-ESG)ebr10534335 (OCoLC)777565743 (DE-599)BVBBV044847516 |
dewey-full | 793.93/2 |
dewey-hundreds | 700 - The arts |
dewey-ones | 793 - Indoor games and amusements |
dewey-raw | 793.93/2 |
dewey-search | 793.93/2 |
dewey-sort | 3793.93 12 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
era | Geschichte gnd |
era_facet | Geschichte |
format | Electronic eBook |
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id | DE-604.BV044847516 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T08:02:45Z |
institution | BVB |
isbn | 9780816653355 9780816678334 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-030242378 |
oclc_num | 777565743 |
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physical | xxvii, 222 p. |
psigel | ZDB-38-ESG |
publishDate | 2011 |
publishDateSearch | 2011 |
publishDateSort | 2011 |
publisher | University of Minnesota Press |
record_format | marc |
series | Electronic mediations |
series2 | Electronic mediations |
spelling | Crogan, Patrick Verfasser aut Gameplay mode war, simulation, and technoculture Patrick Crogan Minneapolis University of Minnesota Press 2011 xxvii, 222 p. txt rdacontent c rdamedia cr rdacarrier Electronic mediations v. 36 Includes bibliographical references and index Machine generated contents note: ContentsAcknowledgmentsIntroduction: Technology, War, and Simulation -- 1. From the Military-Industrial to the Military-Entertainment Complex -- 2. Select Gameplay Mode: Simulation, Criticality, and the Chance of Videogames -- 3. Logistical Space: Flight Simulators and the Animation of Virtual Reality -- 4. Military Gametime: History, Narrative, and Temporality in Cinema and Games -- 5. The Game of Life: Experiences of the First-Person Shooter -- 6. Other Players in Other Spaces: War and Online Games -- 7. Playing Through: The Future of Alternative and Critical Game Projects -- Conclusion: The Challenge of SimulationNotes -- Index "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"-- Geschichte gnd rswk-swf Computer games Social aspects Video games Social aspects Computer war games Computer flight games Computerspiel (DE-588)4010457-6 gnd rswk-swf Krieg (DE-588)4033114-3 gnd rswk-swf Computersimulation (DE-588)4148259-1 gnd rswk-swf Krieg (DE-588)4033114-3 s Computersimulation (DE-588)4148259-1 s Computerspiel (DE-588)4010457-6 s Geschichte z 1\p DE-604 Erscheint auch als Druck-Ausgabe, Hardcover 978-0-8166-5334-8 Electronic mediations 36 (DE-604)BV042570083 36 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Crogan, Patrick Gameplay mode war, simulation, and technoculture Electronic mediations Includes bibliographical references and index Machine generated contents note: ContentsAcknowledgmentsIntroduction: Technology, War, and Simulation -- 1. From the Military-Industrial to the Military-Entertainment Complex -- 2. Select Gameplay Mode: Simulation, Criticality, and the Chance of Videogames -- 3. Logistical Space: Flight Simulators and the Animation of Virtual Reality -- 4. Military Gametime: History, Narrative, and Temporality in Cinema and Games -- 5. The Game of Life: Experiences of the First-Person Shooter -- 6. Other Players in Other Spaces: War and Online Games -- 7. Playing Through: The Future of Alternative and Critical Game Projects -- Conclusion: The Challenge of SimulationNotes -- Index "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"-- Computer games Social aspects Video games Social aspects Computer war games Computer flight games Computerspiel (DE-588)4010457-6 gnd Krieg (DE-588)4033114-3 gnd Computersimulation (DE-588)4148259-1 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4033114-3 (DE-588)4148259-1 |
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 | Computer games Social aspects Video games Social aspects Computer war games Computer flight games Computerspiel (DE-588)4010457-6 gnd Krieg (DE-588)4033114-3 gnd Computersimulation (DE-588)4148259-1 gnd |
topic_facet | Computer games Social aspects Video games Social aspects Computer war games Computer flight games Computerspiel Krieg Computersimulation |
volume_link | (DE-604)BV042570083 |
work_keys_str_mv | AT croganpatrick gameplaymodewarsimulationandtechnoculture |