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Electronic Media and Technoculture
Caldwell, John T
Rutgers University Press, 2000
Never before has the future been so systematically envisioned, aggressively analyzed, and grandly theorized as in the present rush to cyberspace and digitalization. In the mid-twentieth century, questions about media technologies and society first emerged as scholarly hand-wringing about the deleterious sweep of electronic media and information technologies in mass culture. Now, questions about new technologies and their social and cultural impact are no longer limited to intellectual soothsayers in the academy but are pervasive parts of day-to-day discourses in newspapers, magazines, television, and film.

Electronic Media and Technoculture anchors contemporary discussion of the digital future within a critical tradition about the media arts, society, and culture. The collection examines a range of phenomena, from boutique cyber-practices to the growing ubiquity of e-commerce and the internet. The essays chart a critical field in media studies, providing a historical perspective on theories of new media. The contributors place discussions of producing technologies in dialogue with consuming technologies, new media in relation to old media, and argue that digital media should not be restricted to the constraining public discourses of either the computer, broadcast, motion-picture, or internet industries. The collection charts a range of theoretical positions to assist readers interested in new media and to enable them to weather the cycles of hardware obsolescence and theoretical volatility that characterize the present rush toward digital technologies.

Contributors include Ien Ang, John Caldwell, Cynthia Cockburn, Helen Cunningham, Hans Magnus Enzensberger, Guillermo Gómez-Peña, Arthur Kroker, Bill Nichols, Andrew Ross, Ellen Seiter, Vivian Sobchack, Allucquère Rosanne Stone, Ravi Sundaram, Michael A. Weinstein, Raymond Williams, and Brian Winston.

John Thornton Caldwell is chair of the film and television department at the University of California at Los Angeles. He is a filmmaker and media artist and author of Televisuality: Style, Crisis, and Authority in American Television (also from Rutgers University Press).
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Gameplay Mode
War, Simulation, and Technoculture
Patrick Crogan
University of Minnesota Press, 2011

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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front cover of Technoculture
Technoculture
Constance Penley
University of Minnesota Press, 1991


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