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Patrick Crogan

Datos Biográficos

ID166749
NOMBREPatrick Crogan
NOMBRESPatrick
APELLIDOCrogan
FIRMACROGAN P
AFILIACIONESUniversity of the West of England
VERIFICADONo
TOTAL DE OBRAS15
TOTAL DE CITAS32
TOTAL COMO AUTOR15
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN1999
AÑO MÁS RECIENTE DE PUBLICACIÓN2022
ÍNDICE H4
  • Dis-automation

    Open Access•Patrick Crogan•ARTICLE•Media theory•2022

    This essay considers the nature and stakes of creative making with computational automation technologies. I will argue that Bernard Stiegler’s organological approach to the human as “technical life” takes care of the question of the nature of creative making, and the pharmacological critical practice that it mandates takes care of the question of the stakes. I say “takes care” to emphasise that Stiegler’s theoretical enterprise is dedicated to a …

  • Indie Dreams

    Open Access•Patrick Crogan•ARTICLE•Games and Culture•2018•Citada por: 8•Referencias: 9

    This essay draws on research undertaken as part of a research network project exploring the growth of independent game producers in recent years and the associated changes in the technological and economic conditions of the games industry in the UK, Europe, and the North American continent. It reflects on the possibilities of and challenges to a critical and creative maturing of video games as a cultural medium, evaluating these in the context of…

  • Play (for) time

    Open Access•Patrick Crogan•CHAPTER•Playful Identities•2015

  • Editing (and) Individuation

    Patrick Crogan•ARTICLE•New Formations•2012

    This essay will explore aspects of Bernard Stiegler's theorisation of film editing as the construction of a flux of perceptual experience at the heart of the industrialisation of attention characteristic of modern and contemporary technocultures. This work appears in the third volume of the Technics and Time series and provides a crucial plank in the rationale informing Stiegler's recent critical activism dedicated to a reformulation of the mains…

  • Gameplay Mode

    Patrick Crogan•BOOK•Gameplay mode•2011

    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, this book argues, we must first understand the military logics that created and continue to inform them. The book situates computer games and gaming within the contem…

  • Bernard Stiegler

    Patrick Crogan•ARTICLE•Cultural Politics an International…•2010•Citada por: 6•Referencias: 8

    This essay characterizes the principal theoretical coordinates of Stiegler's philosophy of technology and assesses its relevance for critical explorations between culture and the political. The focus is on Stiegler's major philosophical series, Technics and Time, and how he articulates therein his contribution to the philosophical consideration of technics in relation to key influences such as Gilbert Simondon, André Leroi-Gourhan, Jacques Derrid…

  • Knowledge, Care, and Trans-Individuation

    Patrick Crogan•ARTICLE•Cultural Politics an International…•2010•Citada por: 2•Referencias: 3

    This interview explores the cultural and political dimensions of Stiegler's enterprise. Stiegler explains his conceptualization of cultural politics and why it is key to his analysis of contemporary crises – social, economic, and environmental. He situates his work in relation to the problematization of the conventional spectrum of left and right political positions. Referring to the work of Marx, Max Weber, Michel Foucault, and Gilbert Simondon,…

  • Tracing the Logics of Contemporary Digital Media Culture

    Open Access•Patrick Crogan•ARTICLE•Peace Review•2009

    An essay exploring the development of computer-based simulation and virtual reality technologies in Cold war America, and its implications for understanding contemporary digital media culture

  • Technologies Between Games and Culture

    Open Access•Patrick Crogan, Helen Kennedy et al.•ARTICLE•Games and Culture•2009•Citada por: 7•Referencias: 4

    This article introduces and situates the ensuing collection of four essays on the theme of games and technology. It argues the need for videogame studies to develop a more rigorous and focused perspective on the theorization of technology as it relates to research into games and culture. The ``and'' in games and culture cannot begin to be understood comprehensively without a thinking of the profound reliance of both terms on technology. Players a…

  • Remembering (Forgetting) Baudrillard

    Open Access•Patrick Crogan•ARTICLE•Games and Culture•2007•Citada por: 1•Referencias: 7

    Baudrillard, the "most famous theorist of simulation," exists on the margins of the emerging field of computer game studies where he most often appears as a perfunctory reference to "postmodern" theory that the emerging discourse supercedes in its passage to specificity. By turns strange and symptomatic, the relegation of his thought to marginality where it could have been considered as central enables the unfolding of orthodox positions in game …

  • The Question of Computer Games

    Open Access•Patrick Crogan•ARTICLE•Games and Culture•2005

    A short, speculative account of the state of play in the formation of a discipline or field of computer games studies. The processes of academic teaching, research, and institutional positioning in regard to computer games are viewed from the perspective of wider currents and crises influencing knowledge formation today. It is argued that the different approaches to computer games cannot ignore the differences in their conceptions of the object o…

  • The Game Thing

    Open Access•Patrick Crogan•ARTICLE•Media International Australia•2004•Referencias: 1

    The current state of computer games studies is critically examined in this paper by means of an analysis of the recently released computer game, The Thing. Game studies is an emerging area of humanities scholarship, an emergence that exhibits characteristically ambivalent processes of defining its own object and staking out its own field of expertise from other areas of academic competence. A principal dynamic of these processes concerns the oppo…

  • Blade Runners

    Patrick Crogan•ARTICLE•South Atlantic Quarterly•2002

    e 1998 release of Westwood Studio's Blade Runner computer game offers a unique opportunity to speculate on a key element of new media forms: interactivity. There are two principal reasons fill' this: first, the game may be compared to the lilnl---or rather lillns--lln which it is based. Ridley Scott's Blade Runner (1982) as well as the "director's cut" released a decade later. Aside from the promise of a comparison between film and computer game …

  • Theory of state deleuze, guattari and virilio on the state, technology and speed

    Patrick Crogan•ARTICLE•Angelaki•1999•Citada por: 2•Referencias: 3

    1999). Theory of state deleuze, guattari and virilio on the state, technology and speed. Angelaki: Vol. 4, No. 2, pp. 137-148

  • The Tendency the Accident and the Untimely

    Open Access•Patrick Crogan•ARTICLE•Theory Culture & Society•1999•Citada por: 6

    This article explores the issues for contemporary critical practice raised by Paul Virilio's engagement with the future. Virilio's project is an ongoing attempt to theorize cultural, political, military and techno-scientific developments in terms both of the speed at which those developments occur and the different speeds ('metabolic' and 'vehicular') which they impose on the modes and forms of existence. Virilio's work represents a key moment in…

  • Indie Dreams

    Open Access•Patrick Crogan•ARTICLE•Games and Culture•2018•Citada por: 8•Referencias: 9

    This essay draws on research undertaken as part of a research network project exploring the growth of independent game producers in recent years and the associated changes in the technological and economic conditions of the games industry in the UK, Europe, and the North American continent. It reflects on the possibilities of and challenges to a critical and creative maturing of video games as a cultural medium, evaluating these in the context of…

  • Technologies Between Games and Culture

    Open Access•Patrick Crogan, Helen Kennedy et al.•ARTICLE•Games and Culture•2009•Citada por: 7•Referencias: 4

    This article introduces and situates the ensuing collection of four essays on the theme of games and technology. It argues the need for videogame studies to develop a more rigorous and focused perspective on the theorization of technology as it relates to research into games and culture. The ``and'' in games and culture cannot begin to be understood comprehensively without a thinking of the profound reliance of both terms on technology. Players a…

  • Bernard Stiegler

    Patrick Crogan•ARTICLE•Cultural Politics an International…•2010•Citada por: 6•Referencias: 8

    This essay characterizes the principal theoretical coordinates of Stiegler's philosophy of technology and assesses its relevance for critical explorations between culture and the political. The focus is on Stiegler's major philosophical series, Technics and Time, and how he articulates therein his contribution to the philosophical consideration of technics in relation to key influences such as Gilbert Simondon, André Leroi-Gourhan, Jacques Derrid…

  • The Tendency the Accident and the Untimely

    Open Access•Patrick Crogan•ARTICLE•Theory Culture & Society•1999•Citada por: 6

    This article explores the issues for contemporary critical practice raised by Paul Virilio's engagement with the future. Virilio's project is an ongoing attempt to theorize cultural, political, military and techno-scientific developments in terms both of the speed at which those developments occur and the different speeds ('metabolic' and 'vehicular') which they impose on the modes and forms of existence. Virilio's work represents a key moment in…

  • Knowledge, Care, and Trans-Individuation

    Patrick Crogan•ARTICLE•Cultural Politics an International…•2010•Citada por: 2•Referencias: 3

    This interview explores the cultural and political dimensions of Stiegler's enterprise. Stiegler explains his conceptualization of cultural politics and why it is key to his analysis of contemporary crises – social, economic, and environmental. He situates his work in relation to the problematization of the conventional spectrum of left and right political positions. Referring to the work of Marx, Max Weber, Michel Foucault, and Gilbert Simondon,…

  • Theory of state deleuze, guattari and virilio on the state, technology and speed

    Patrick Crogan•ARTICLE•Angelaki•1999•Citada por: 2•Referencias: 3

    1999). Theory of state deleuze, guattari and virilio on the state, technology and speed. Angelaki: Vol. 4, No. 2, pp. 137-148

  • Remembering (Forgetting) Baudrillard

    Open Access•Patrick Crogan•ARTICLE•Games and Culture•2007•Citada por: 1•Referencias: 7

    Baudrillard, the "most famous theorist of simulation," exists on the margins of the emerging field of computer game studies where he most often appears as a perfunctory reference to "postmodern" theory that the emerging discourse supercedes in its passage to specificity. By turns strange and symptomatic, the relegation of his thought to marginality where it could have been considered as central enables the unfolding of orthodox positions in game …

  • Theory of state deleuze, guattari and virilio on the state, technology and speed

    Patrick Crogan•ARTICLE•Angelaki•1999•Citada por: 2•Referencias: 3

    1999). Theory of state deleuze, guattari and virilio on the state, technology and speed. Angelaki: Vol. 4, No. 2, pp. 137-148

  • The Tendency the Accident and the Untimely

    Open Access•Patrick Crogan•ARTICLE•Theory Culture & Society•1999•Citada por: 6

    This article explores the issues for contemporary critical practice raised by Paul Virilio's engagement with the future. Virilio's project is an ongoing attempt to theorize cultural, political, military and techno-scientific developments in terms both of the speed at which those developments occur and the different speeds ('metabolic' and 'vehicular') which they impose on the modes and forms of existence. Virilio's work represents a key moment in…

  • Blade Runners

    Patrick Crogan•ARTICLE•South Atlantic Quarterly•2002

    e 1998 release of Westwood Studio's Blade Runner computer game offers a unique opportunity to speculate on a key element of new media forms: interactivity. There are two principal reasons fill' this: first, the game may be compared to the lilnl---or rather lillns--lln which it is based. Ridley Scott's Blade Runner (1982) as well as the "director's cut" released a decade later. Aside from the promise of a comparison between film and computer game …

  • The Game Thing

    Open Access•Patrick Crogan•ARTICLE•Media International Australia•2004•Referencias: 1

    The current state of computer games studies is critically examined in this paper by means of an analysis of the recently released computer game, The Thing. Game studies is an emerging area of humanities scholarship, an emergence that exhibits characteristically ambivalent processes of defining its own object and staking out its own field of expertise from other areas of academic competence. A principal dynamic of these processes concerns the oppo…

  • The Question of Computer Games

    Open Access•Patrick Crogan•ARTICLE•Games and Culture•2005

    A short, speculative account of the state of play in the formation of a discipline or field of computer games studies. The processes of academic teaching, research, and institutional positioning in regard to computer games are viewed from the perspective of wider currents and crises influencing knowledge formation today. It is argued that the different approaches to computer games cannot ignore the differences in their conceptions of the object o…

  • Remembering (Forgetting) Baudrillard

    Open Access•Patrick Crogan•ARTICLE•Games and Culture•2007•Citada por: 1•Referencias: 7

    Baudrillard, the "most famous theorist of simulation," exists on the margins of the emerging field of computer game studies where he most often appears as a perfunctory reference to "postmodern" theory that the emerging discourse supercedes in its passage to specificity. By turns strange and symptomatic, the relegation of his thought to marginality where it could have been considered as central enables the unfolding of orthodox positions in game …

  • Tracing the Logics of Contemporary Digital Media Culture

    Open Access•Patrick Crogan•ARTICLE•Peace Review•2009

    An essay exploring the development of computer-based simulation and virtual reality technologies in Cold war America, and its implications for understanding contemporary digital media culture

  • Technologies Between Games and Culture

    Open Access•Patrick Crogan, Helen Kennedy et al.•ARTICLE•Games and Culture•2009•Citada por: 7•Referencias: 4

    This article introduces and situates the ensuing collection of four essays on the theme of games and technology. It argues the need for videogame studies to develop a more rigorous and focused perspective on the theorization of technology as it relates to research into games and culture. The ``and'' in games and culture cannot begin to be understood comprehensively without a thinking of the profound reliance of both terms on technology. Players a…

  • Bernard Stiegler

    Patrick Crogan•ARTICLE•Cultural Politics an International…•2010•Citada por: 6•Referencias: 8

    This essay characterizes the principal theoretical coordinates of Stiegler's philosophy of technology and assesses its relevance for critical explorations between culture and the political. The focus is on Stiegler's major philosophical series, Technics and Time, and how he articulates therein his contribution to the philosophical consideration of technics in relation to key influences such as Gilbert Simondon, André Leroi-Gourhan, Jacques Derrid…

  • Knowledge, Care, and Trans-Individuation

    Patrick Crogan•ARTICLE•Cultural Politics an International…•2010•Citada por: 2•Referencias: 3

    This interview explores the cultural and political dimensions of Stiegler's enterprise. Stiegler explains his conceptualization of cultural politics and why it is key to his analysis of contemporary crises – social, economic, and environmental. He situates his work in relation to the problematization of the conventional spectrum of left and right political positions. Referring to the work of Marx, Max Weber, Michel Foucault, and Gilbert Simondon,…

  • Gameplay Mode

    Patrick Crogan•BOOK•Gameplay mode•2011

    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, this book argues, we must first understand the military logics that created and continue to inform them. The book situates computer games and gaming within the contem…

  • Editing (and) Individuation

    Patrick Crogan•ARTICLE•New Formations•2012

    This essay will explore aspects of Bernard Stiegler's theorisation of film editing as the construction of a flux of perceptual experience at the heart of the industrialisation of attention characteristic of modern and contemporary technocultures. This work appears in the third volume of the Technics and Time series and provides a crucial plank in the rationale informing Stiegler's recent critical activism dedicated to a reformulation of the mains…

  • Play (for) time

    Open Access•Patrick Crogan•CHAPTER•Playful Identities•2015

  • Indie Dreams

    Open Access•Patrick Crogan•ARTICLE•Games and Culture•2018•Citada por: 8•Referencias: 9

    This essay draws on research undertaken as part of a research network project exploring the growth of independent game producers in recent years and the associated changes in the technological and economic conditions of the games industry in the UK, Europe, and the North American continent. It reflects on the possibilities of and challenges to a critical and creative maturing of video games as a cultural medium, evaluating these in the context of…

  • Dis-automation

    Open Access•Patrick Crogan•ARTICLE•Media theory•2022

    This essay considers the nature and stakes of creative making with computational automation technologies. I will argue that Bernard Stiegler’s organological approach to the human as “technical life” takes care of the question of the nature of creative making, and the pharmacological critical practice that it mandates takes care of the question of the stakes. I say “takes care” to emphasise that Stiegler’s theoretical enterprise is dedicated to a …

Sociology (11 obras) · Computer Science (10 obras) · Epistemology (9 obras) · Philosophy (7 obras) · Art (6 obras) · Digital Games and Media (6 obras) · Media studies (6 obras) · Philosophy (6 obras) · Political science (6 obras) · Digital Media and Philosophy (5 obras)

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