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.
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