Gameplay mode war, simulation, and technoculture
(eBook)
Author
Contributors
Published
Minneapolis : University of Minnesota Press, 2011.
Physical Desc
xxvii, 222 pages : ill.
Status
More Details
Format
eBook
Language
English
Notes
Bibliography
Includes bibliographical references and index.
Description
"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.
Reproduction
Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
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Citations
APA Citation, 7th Edition (style guide)
Crogan, P. (2011). Gameplay mode: war, simulation, and technoculture . University of Minnesota Press.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Crogan, Patrick. 2011. Gameplay Mode: War, Simulation, and Technoculture. University of Minnesota Press.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Crogan, Patrick. Gameplay Mode: War, Simulation, and Technoculture University of Minnesota Press, 2011.
MLA Citation, 9th Edition (style guide)Crogan, Patrick. Gameplay Mode: War, Simulation, and Technoculture University of Minnesota Press, 2011.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
Staff View
Grouped Work ID
62b2c26b-c259-13de-3c46-2be5ef600272-eng
Grouping Information
Grouped Work ID | 62b2c26b-c259-13de-3c46-2be5ef600272-eng |
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Full title | gameplay mode war simulation and technoculture |
Author | crogan patrick |
Grouping Category | book |
Last Update | 2022-06-07 21:23:19PM |
Last Indexed | 2024-06-29 03:33:07AM |
Book Cover Information
Image Source | default |
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First Loaded | Jan 1, 2024 |
Last Used | Jan 1, 2024 |
Marc Record
First Detected | Aug 09, 2021 12:18:47 PM |
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Last File Modification Time | Nov 22, 2021 08:13:03 AM |
MARC Record
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100 | 1 | |a Crogan, Patrick. | |
245 | 1 | 0 | |a Gameplay mode|h [eBook] :|b war, simulation, and technoculture /|c Patrick Crogan. |
260 | |a Minneapolis :|b University of Minnesota Press,|c 2011. | ||
300 | |a xxvii, 222 p. :|b ill. | ||
490 | 1 | |a Electronic mediations ;|v 36 | |
504 | |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. | |
520 | |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"--|c Provided by publisher. | ||
533 | |a Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries. | ||
650 | 0 | |a Computer games|x Social aspects. | |
650 | 0 | |a Video games|x Social aspects. | |
650 | 0 | |a Computer war games. | |
650 | 0 | |a Computer flight games. | |
655 | 4 | |a Electronic books. | |
710 | 2 | |a ProQuest (Firm) | |
830 | 0 | |a Electronic mediations ;|v v. 36. | |
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856 | 4 | 0 | |u http://ebookcentral.proquest.com/lib/yln-ebooks/detail.action?docID=863822|x Yavapai Library Network|y All other users click here to access |
945 | |a E-Book |