Gameplay mode war, simulation, and technoculture /

"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, Patri...

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Kaituhi matua: Crogan, Patrick
Kaituhi rangatōpū: ebrary, Inc
Hōputu: Tāhiko īPukapuka
Reo:Ingarihi
I whakaputaina: Minneapolis : University of Minnesota Press, 2011.
Rangatū:Electronic mediations ; v. 36.
Ngā marau:
Urunga tuihono:An electronic book accessible through the World Wide Web; click to view
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Kāore He Tūtohu, Me noho koe te mea tuatahi ki te tūtohu i tēnei pūkete!
Rārangi ihirangi:
  • 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.