Gameplay Mode
War, Simulation, and Technoculture
Datos Bibliográficos
| ID | 19976872 |
|---|---|
| Autores | Patrick Crogan (autor de correspondencia) |
| Año | 2011 |
| Páginas | 222 |
| Fecha de publicación | 2011-12-01 |
| Open Access | No |
| Tipo | BOOK |
| Revista | Gameplay mode (SOURCE_BOOK) |
| Editorial | University of Minnesota Press (PUBLISHER • US) |
| DOI | 10.5749/minnesota/9780816653348.001.0001 |
| OpenAlex | W4250060766 |
| Open Library | OL25328890M |
| ISBN | 9780816653348 |
| Idioma | EN |
| Citas recibidas | 32 |
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 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. The text 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. It 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
Adversary · Art · Computer game · Computer security · Conceptualization · Game mechanics · Human–computer interaction · Mode (computer interface) · Multimedia · Narrative · Sociality · Sociology · Artificial Intelligence · Computer Science · Digital Games and Media · Engineering · Computer flight games · Computer games · Computer war games · Games · Jeux de guerre sur ordinateur · Jeux de pilotage d'avions sur ordinateur · Jeux vidéo · Popular Culture · Social aspects · Social Science · Video & Electronic · Video games
Above the Action
The drone warfare. Fact-checking, fake-pictures and necropolitics
Death as design
La escena de juegos de rol en euskera
The Social Accomplishment of Seeing Together in Networked Team Play
From Simulations to Simulacra of War
Beyond Diagonal Sciences
Digital Mortification of Literary Flesh
Quantified Play
Playing for Fun, Training for War
Unfolding female quiet in wargames
Gamifying Ukraine’s army of drones
What moves non-player characters
From Saviour to Colonial Perpetrator
Computer games and the social imaginary
Creating and Playing Geopolitics in War Simulation Games
Game studies ou études du play
Figures disruptives et cadres de l’expérience vidéoludique dans les JRPEV goréens
Better Problems
The ‘First Person Shooter’ Perspective
Beyond the screen
How gaming became sexist
Exercises in Humility
Dreaming with drones
Videogames Saved My Life
Dominant, damaged, disappeared
War, time, and military videogames
Futures in the Making
Playful Encounters
The Case of This War of Mine
The Feeling of Being Hunted
Drafting an Army
| Obras citantes distintas | 32 |
|---|---|
| Citas por año | 2,29 |
| Intervalo de citas | 2012 - 2026 (15) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 32 |