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Gameplay ModeWar, Simulation, and Technoculture$
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Patrick Crogan

Print publication date: 2011

Print ISBN-13: 9780816653348

Published to Minnesota Scholarship Online: August 2015

DOI: 10.5749/minnesota/9780816653348.001.0001

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Simulation, Criticality, and the Chance of Video Games

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Patrick Crogan

University of Minnesota Press

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

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