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  1. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  University of Minnesota Press, Minneapolis ; Oxford University Press, Oxford

    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... more

    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    No inter-library loan

     

    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.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781452946146
    Other identifier:
    Series: Electronic mediations ; 36
    Subjects: Computerspiel; Computersimulation; Krieg <Motiv>; Computer games; Video games; Computer war games; Computer flight games
    Scope: 1 Online-Ressource (xxvii, 222 p.), Ill.
    Notes:

    Includes bibliographical references and index

  2. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  University of Minnesota Press, Minneapolis

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780816653355; 9780816678334
    Series: Electronic mediations ; v. 36
    Subjects: Computer games; Video games; Computer war games; Computer flight games; Computerspiel; Computersimulation; Krieg
    Scope: xxvii, 222 p.
    Notes:

    Includes bibliographical references and index

    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

    "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"--

  3. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  University of Minnesota Press, Minneapolis ; London

    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780816678334
    Series: Electronic mediations ; 36
    Subjects: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; Computerspiel; Computersimulation; Krieg
    Scope: 1 Online-Ressource (xxvii, 222 Seiten)
    Notes:

    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

  4. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Bayerische Staatsbibliothek
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780816653348; 9780816653355
    Series: Electronic mediations ; 36
    Subjects: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture; Computerspiel; Computersimulation; Krieg
    Scope: XXVII, 222 S., Ill.
    Notes:

    "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

  5. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Freie Universität Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Max-Planck-Institut für Bildungsforschung, Bibliothek und wissenschaftliche Information
    Unlimited inter-library loan, copies and loan
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Book
    ISBN: 9780816653348; 9780816653355
    RVK Categories: AP 15963
    Series: Electronic mediations ; 36
    Subjects: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture; Computerspiel; Computersimulation; Krieg
    Scope: XXVII, 222 S., Ill.
    Notes:

    "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