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  1. Gameplay mode
    war, simulation, and technoculture
    Autor*in: Crogan, Patrick
    Erschienen: 2011
    Verlag:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780816653348; 9780816653355
    Schriftenreihe: Electronic mediations ; 36
    Schlagworte: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture; Computerspiel; Computersimulation; Krieg
    Umfang: XXVII, 222 S., Ill.
    Bemerkung(en):

    "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

    Includes bibliographical references and index

  2. Gameplay mode
    war, simulation, and technoculture
    Autor*in: Crogan, Patrick
    Erschienen: 2011
    Verlag:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Max-Planck-Institut für Bildungsforschung, Bibliothek und wissenschaftliche Information
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität Potsdam, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780816653348; 9780816653355
    RVK Klassifikation: AP 15963
    Schriftenreihe: Electronic mediations ; 36
    Schlagworte: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture; Computerspiel; Computersimulation; Krieg
    Umfang: XXVII, 222 S., Ill.
    Bemerkung(en):

    "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

    Includes bibliographical references and index

  3. Gameplay mode
    war, simulation, and technoculture
    Autor*in: Crogan, Patrick
    Erschienen: 2011
    Verlag:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Universitätsbibliothek Gießen
    FH his Va 8.33
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 0816653356; 9780816653355; 0816653348; 9780816653348
    Schriftenreihe: Electronic mediations ; 36
    Schlagworte: Computerspiel; Computersimulation; Krieg <Motiv>
    Umfang: XXVII, 222 S., Ill., 22x14x2 cm