Gameplay Mode: War, Simulation, and Technoculture - Electronic Mediations (Paperback)
  • Gameplay Mode: War, Simulation, and Technoculture - Electronic Mediations (Paperback)
zoom

Gameplay Mode: War, Simulation, and Technoculture - Electronic Mediations (Paperback)

(author)
£18.99
Paperback 248 Pages / Published: 09/11/2011
  • We can order this

Usually dispatched within 2 weeks

  • This item has been added to your basket
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008\u2019s 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\u2019s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military\u2019s 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\u2019s 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.

Publisher: University of Minnesota Press
ISBN: 9780816653355
Number of pages: 248
Weight: 236 g
Dimensions: 216 x 140 x 18 mm

You may also be interested in...

The Telegraph: All New Codewords 1
Added to basket
Things to Make and Do in the Fourth Dimension
Added to basket
Big Bad-Ass Drinking Games
Added to basket
£5.99
Mixed media product
Sherlock Holmes Puzzle Case
Added to basket
£14.99
Mixed media product
Bridge for Complete Beginners
Added to basket
£7.99   £5.49
Paperback
Secret Garden
Added to basket
£9.95   £7.95
Paperback
Dungeons & Dragons Starter Box
Added to basket
The Times Difficult Su Doku Book 1
Added to basket
The Times Fiendish Su Doku Book 1
Added to basket
£6.99   £5.99
Paperback
Penguin Pocket Sudoku
Added to basket

Reviews

Please sign in to write a review

Your review has been submitted successfully.