Coverart for item
The Resource Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book)

Gameplay mode : war, simulation, and technoculture, Patrick Crogan, (electronic book)

Label
Gameplay mode : war, simulation, and technoculture
Title
Gameplay mode
Title remainder
war, simulation, and technoculture
Statement of responsibility
Patrick Crogan
Creator
Author
Subject
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"--
Member of
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)
Instantiates
Publication
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)
Publication
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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