Gameplay Mode: War, Simulation, and Technoculture
Patrick Crogan
Abstract
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. The book 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 sim ... More
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. The book 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. The text 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. It 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.
Keywords:
computer games,
computer simulation,
computer imaging,
contemporary culture,
military logics,
SIMNET,
game modes,
virtual space,
flight simulation,
gameplay
Bibliographic Information
Print publication date: 2011 |
Print ISBN-13: 9780816653348 |
Published to Minnesota Scholarship Online: August 2015 |
DOI:10.5749/minnesota/9780816653348.001.0001 |
Authors
Affiliations are at time of print publication.
Patrick Crogan, author
Senior Lecturer, Department of Culture, Media, and Drama, University of the West of England
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