LEADER 04581nam 2200673 a 450 001 9910461759303321 005 20200520144314.0 010 $a1-4529-4614-0 010 $a0-8166-7833-2 035 $a(CKB)2670000000151018 035 $a(EBL)863822 035 $a(OCoLC)777565743 035 $a(SSID)ssj0000614307 035 $a(PQKBManifestationID)11391464 035 $a(PQKBTitleCode)TC0000614307 035 $a(PQKBWorkID)10605723 035 $a(PQKB)10788843 035 $a(StDuBDS)EDZ0001177870 035 $a(MiAaPQ)EBC863822 035 $a(MdBmJHUP)muse29947 035 $a(Au-PeEL)EBL863822 035 $a(CaPaEBR)ebr10534335 035 $a(CaONFJC)MIL526041 035 $a(EXLCZ)992670000000151018 100 $a20110512d2011 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGameplay mode$b[electronic resource] $ewar, simulation, and technoculture /$fPatrick Crogan 210 $aMinneapolis $cUniversity of Minnesota Press$d2011 215 $a1 online resource (254 p.) 225 1 $aElectronic mediations ;$v36 300 $aDescription based upon print version of record. 311 0 $a0-8166-5335-6 311 0 $a0-8166-5334-8 320 $aIncludes bibliographical references and index. 327 $aMachine generated contents note: ContentsAcknowledgmentsIntroduction: 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 SimulationNotes -- Index. 330 $a"From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force's attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military's development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today's computer games--and the wider culture they increasingly influence--are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future"--$cProvided by publisher. 410 0$aElectronic mediations ;$vv. 36. 606 $aComputer games$xSocial aspects 606 $aVideo games$xSocial aspects 606 $aComputer war games 606 $aComputer flight games 608 $aElectronic books. 615 0$aComputer games$xSocial aspects. 615 0$aVideo games$xSocial aspects. 615 0$aComputer war games. 615 0$aComputer flight games. 676 $a793.93/2 700 $aCrogan$b Patrick$0928562 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910461759303321 996 $aGameplay mode$92086930 997 $aUNINA LEADER 03656nam 2200589 a 450 001 9910786310703321 005 20200520144314.0 010 $a988-8180-20-7 010 $a988-220-414-7 010 $a1-283-87384-2 010 $a988-220-881-9 035 $a(CKB)2670000000280983 035 $a(MH)013398765-5 035 $a(SSID)ssj0000851532 035 $a(PQKBManifestationID)11482232 035 $a(PQKBTitleCode)TC0000851532 035 $a(PQKBWorkID)10848088 035 $a(PQKB)10192592 035 $a(StDuBDS)EDZ0000124910 035 $a(OCoLC)819635544 035 $a(MdBmJHUP)muse18841 035 $a(Au-PeEL)EBL1073554 035 $a(CaPaEBR)ebr10629234 035 $a(CaONFJC)MIL418634 035 $a(MiAaPQ)EBC1073554 035 $a(EXLCZ)992670000000280983 100 $a20121207d2012 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aKnowledge Is pleasure$b[electronic resource] $ea life of Florence Ayscough /$fLindsay Shen 210 $aHong Kong $cHong Kong University Press$d2012 215 $a1 online resource (x, 161 p. )$cill. (some col.) ; 225 0 $aRAS China in Shanghai series 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a988-8139-59-2 320 $aIncludes bibliographical references and index. 327 $aShanghailanders Guns, gardens and long-gone houses -- Images The tastemaker -- Words The 'sensuous realist' -- Gardens and the grass hut 'A liberal education' -- After China holding open the door. 330 3 $aFlorence Ayscough -- poet, translator, Sinologist, Shanghailander, "sensual realist", avid collector, pioneering photographer and early feminist champion of women's rights in China. Ayscough's modernist translations of the classical poets still command respect, her ethnographic studies of the lives of Chinese women still engender feminist critiques over three quarters of a century later and her collections of Chinese ceramics and objets now form an important part of several American museums' Asian art collections. Raised in Shanghai in an archetypal family in the late nineteenth century, Ayscough was to become anything but a typical foreigner in China. Encouraged by the New England poet Amy Lowell, she became a much sought-after translator in the early years of the new century, not least for her radical interpretations of the Tang dynasty poet Tu Fu published by the renowned literary critic Harriet Monroe. She later moved on to record China and particularly Chinese women using the new technology of photography, turn the Royal Asiatic Society's Shanghai library into the best on the China Coast and build several impressive collections featuring jars from the Dowager Empress Ci Xi, Ming and Qing ceramics. By the time of her death, Florence Ayscough left a legacy of collecting and scholarship unrivalled by any other foreign woman in China before or since. In this biography, Lindsay Shen recovers Ayscough for posterity and returns her to us as a woman of amazing intellectual vibrancy and strength. 410 0$aRAS China in Shanghai. 676 $a951.04092 700 $aShen$b Lindsay$01478182 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910786310703321 996 $aKnowledge Is pleasure$93693817 997 $aUNINA 999 $aThis Record contains information from the Harvard Library Bibliographic Dataset, which is provided by the Harvard Library under its Bibliographic Dataset Use Terms and includes data made available by, among others the Library of Congress