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Archive | 2011

Gameplay Mode: War, Simulation, and Technoculture

Patrick Crogan

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, 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’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. 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’s 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.


Games and Culture | 2006

The Question of Computer Games

Patrick Crogan

A short, speculative account of the state of play in the formation of a discipline or field of computer games studies. The processes of academic teaching, research, and institutional positioning in regard to computer games are viewed from the perspective of wider currents and crises influencing knowledge formation today. It is argued that the different approaches to computer games cannot ignore the differences in their conceptions of the object of study in a naive pluralism. These different conceptions of games as parts of the technocultural milieu must encounter each other in the name of the struggle against the avoidance of critical thought concerning the nature and forms of technoculture that often prevails in the production of specialist “knowledge” today.


Games and Culture | 2007

Remembering (Forgetting) Baudrillard

Patrick Crogan


digital games research association conference | 2003

Wargaming and Computer Games: Fun with the Future

Patrick Crogan


Film-Philosophy | 2006

Essential ViewingOn Bernard Stiegler, La technique et le temps 3: Le temps du cinéma et la question du mal-être(Editions Galilée, 2001)

Patrick Crogan


digital games research association conference | 2005

Playing Through: the Future of Alternative and Critical Game Projects

Patrick Crogan


Archive | 2009

The re-presentation of country as virtual artefact in Australian Aboriginal cultural heritage using a game engine

Patrick Crogan; Brett Leavy; Theodor G. Wyeld


Archive | 2011

Select Gameplay Mode

Patrick Crogan


Archive | 2011

Other Players in Other Spaces

Patrick Crogan


Archive | 2011

The Game of Life

Patrick Crogan

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