The Resource Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book)
Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book)
Resource Information
The item Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.This item is available to borrow from 1 library branch.
Resource Information
The item Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.
This item is available to borrow from 1 library branch.
- Summary
- "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"--
- Language
- eng
- Extent
- xxvii, 222 p.
- 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
- 9780816653355
- Label
- Gameplay mode : war, simulation, and technoculture
- Title
- Gameplay mode
- Title remainder
- war, simulation, and technoculture
- Statement of responsibility
- Patrick Crogan
- Language
- eng
- Summary
- "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"--
- Assigning source
- Provided by publisher
- Cataloging source
- CaPaEBR
- http://library.link/vocab/creatorName
- Crogan, Patrick
- Dewey number
- 793.93/2
- Illustrations
- illustrations
- Index
- index present
- LC call number
- GV1469.17.S63
- LC item number
- C76 2011eb
- Literary form
- non fiction
- Nature of contents
-
- standards specifications
- bibliography
- http://library.link/vocab/subjectName
-
- Computer games
- Video games
- Computer war games
- Computer flight games
- Label
- Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book)
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- online resource
- Carrier category code
-
- cr
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent
- 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
- Control code
- ebr10534335
- Dimensions
- unknown
- Extent
- xxvii, 222 p.
- Form of item
- electronic
- Isbn
- 9780816653355
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
-
- c
- Original version note
- Original electronic resource
- Other physical details
- ill.
- Reproduction note
- Electronic resource.
- Specific material designation
- remote
- Label
- Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book)
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- online resource
- Carrier category code
-
- cr
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent
- 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
- Control code
- ebr10534335
- Dimensions
- unknown
- Extent
- xxvii, 222 p.
- Form of item
- electronic
- Isbn
- 9780816653355
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
-
- c
- Original version note
- Original electronic resource
- Other physical details
- ill.
- Reproduction note
- Electronic resource.
- Specific material designation
- remote
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.liverpool.ac.uk/portal/Gameplay-mode--war-simulation-and/9XvXbf6Zu88/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.liverpool.ac.uk/portal/Gameplay-mode--war-simulation-and/9XvXbf6Zu88/">Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book)</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.liverpool.ac.uk/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.liverpool.ac.uk/">University of Liverpool</a></span></span></span></span></div>
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.liverpool.ac.uk/portal/Gameplay-mode--war-simulation-and/9XvXbf6Zu88/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.liverpool.ac.uk/portal/Gameplay-mode--war-simulation-and/9XvXbf6Zu88/">Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book)</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.liverpool.ac.uk/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.liverpool.ac.uk/">University of Liverpool</a></span></span></span></span></div>