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OverviewFrom flight simulators and first-person shooters to MMPOG and strategy games, 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. Full Product DetailsAuthor: Patrick CroganPublisher: University of Minnesota Press Imprint: University of Minnesota Press Dimensions: Width: 14.00cm , Height: 1.80cm , Length: 21.60cm Weight: 0.236kg ISBN: 9780816653355ISBN 10: 0816653356 Pages: 248 Publication Date: 09 November 2011 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: Awaiting stock ![]() The supplier is currently out of stock of this item. It will be ordered for you and placed on backorder. Once it does come back in stock, we will ship it out for you. Table of ContentsContents Acknowledgments Introduction: Technology, War, and Simulation 1. From the Military-Industrial to the Military-Entertainment Complex 2. Select Gameplay Mode: Simulation, Criticality, and the Chance of Videogames 3. Logistical Space: Flight Simulators and the Animation of Virtual Reality 4. Military Gametime: History, Narrative, and Temporality in Cinema and Games 5. The Game of Life: Experiences of the First-Person Shooter 6. Other Players in Other Spaces: War and Online Games 7. Playing Through: The Future of Alternative and Critical Game Projects Conclusion: The Challenge of Simulation Notes IndexReviewsAuthor InformationPatrick Crogan teaches film and media studies at the University of the West of England, Bristol. Tab Content 6Author Website:Countries AvailableAll regions |