Gameplay mode : war, simulation, and technoculture / / Patrick Crogan.

"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, Patri...

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Superior document:Electronic mediations ; 36
:
TeilnehmendeR:
Year of Publication:2011
Language:English
Series:Electronic mediations ; v. 36.
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Physical Description:xxvii, 222 p. :; ill.
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record_format marc
spelling Crogan, Patrick.
Gameplay mode [electronic resource] : war, simulation, and technoculture / Patrick Crogan.
Minneapolis : University of Minnesota Press, 2011.
xxvii, 222 p. : ill.
Electronic mediations ; 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"-- Provided by publisher.
Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
Computer games Social aspects.
Video games Social aspects.
Computer war games.
Computer flight games.
Electronic books.
ProQuest (Firm)
Electronic mediations ; v. 36.
https://ebookcentral.proquest.com/lib/oeawat/detail.action?docID=863822 Click to View
language English
format Electronic
eBook
author Crogan, Patrick.
spellingShingle Crogan, Patrick.
Gameplay mode war, simulation, and technoculture /
Electronic mediations ;
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.
author_facet Crogan, Patrick.
ProQuest (Firm)
ProQuest (Firm)
author_variant p c pc
author2 ProQuest (Firm)
author2_role TeilnehmendeR
author_corporate ProQuest (Firm)
author_sort Crogan, Patrick.
title Gameplay mode war, simulation, and technoculture /
title_sub war, simulation, and technoculture /
title_full Gameplay mode [electronic resource] : war, simulation, and technoculture / Patrick Crogan.
title_fullStr Gameplay mode [electronic resource] : war, simulation, and technoculture / Patrick Crogan.
title_full_unstemmed Gameplay mode [electronic resource] : war, simulation, and technoculture / Patrick Crogan.
title_auth Gameplay mode war, simulation, and technoculture /
title_new Gameplay mode
title_sort gameplay mode war, simulation, and technoculture /
series Electronic mediations ;
series2 Electronic mediations ;
publisher University of Minnesota Press,
publishDate 2011
physical xxvii, 222 p. : ill.
contents 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.
isbn 9780816678334 (electronic bk.)
callnumber-first G - Geography, Anthropology, Recreation
callnumber-subject GV - Leisure and Recreation
callnumber-label GV1469
callnumber-sort GV 41469.17 S63 C76 42011
genre Electronic books.
genre_facet Electronic books.
url https://ebookcentral.proquest.com/lib/oeawat/detail.action?docID=863822
illustrated Illustrated
dewey-hundreds 700 - Arts & recreation
dewey-tens 790 - Sports, games & entertainment
dewey-ones 793 - Indoor games & amusements
dewey-full 793.93/2
dewey-sort 3793.93 12
dewey-raw 793.93/2
dewey-search 793.93/2
oclc_num 777565743
work_keys_str_mv AT croganpatrick gameplaymodewarsimulationandtechnoculture
AT proquestfirm gameplaymodewarsimulationandtechnoculture
status_str n
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hierarchy_parent_title Electronic mediations ; 36
hierarchy_sequence v. 36.
is_hierarchy_title Gameplay mode war, simulation, and technoculture /
container_title Electronic mediations ; 36
author2_original_writing_str_mv noLinkedField
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