Jump to ContentJump to Main Navigation
Gameplay ModeWar, Simulation, and Technoculture$
Users without a subscription are not able to see the full content.

Patrick Crogan

Print publication date: 2011

Print ISBN-13: 9780816653348

Published to Minnesota Scholarship Online: August 2015

DOI: 10.5749/minnesota/9780816653348.001.0001

Show Summary Details

Select Gameplay Mode

Select Gameplay Mode

Simulation, Criticality, and the Chance of Video Games

Chapter:
(p.19) 2 Select Gameplay Mode
Source:
Gameplay Mode
Author(s):

Patrick Crogan

Publisher:
University of Minnesota Press
DOI:10.5749/minnesota/9780816653348.003.0002

This chapter approaches video games as computer simulational forms, emphasizing their historical pedigree in postwar military technoscientific research and development, and in the overarching logistical trajectory of the reorganization of all spheres of society as potential resources for war. It understands simulation, and video games, as the major computer simulation form of today’s technoculture, differently from the postmodern account of simulation. The key concerns of this chapter include simulation, media-led saturation and preemption of real politics and cultural expression, the end of history, virtual reality, emergent globalization of manufacturing and consumption, and recombinatory, citational aesthetics.

Keywords:   video games, war, simulation, technoculture, politics, cultural expression, history, virtual reality, manufacturing and consumption, citational aesthetics

Minnesota Scholarship Online requires a subscription or purchase to access the full text of books within the service. Public users can however freely search the site and view the abstracts and keywords for each book and chapter.

Please, subscribe or login to access full text content.

If you think you should have access to this title, please contact your librarian.

To troubleshoot, please check our FAQs, and if you can't find the answer there, please contact us.