Computer Game Worlds

Computer Game Worlds

Paperback(1)

$50.00
Choose Expedited Shipping at checkout for guaranteed delivery by Friday, January 18

Product Details

ISBN-13: 9783035800135
Publisher: Diaphanes
Publication date: 11/15/2017
Edition description: 1
Pages: 350
Product dimensions: 6.00(w) x 9.20(h) x 1.20(d)

About the Author


Claus Pias is professor of the history and epistemology of media at the Leuphana University of Lüneburg, where he directs the Institute for Advanced Study in Media Cultures of Computer Simulation, the Centre for Digital Cultures, and the Digital Cultures Research Lab. Valentin Pakis is assistant professor at the University of Toronto Centre for Medieval Studies.
 

Table of Contents


Part I: Action

1 Kairos
2 Experimental Psychology
3 Army Mental Tests
4 Ergonomics
                First Digression: Instances of Notation
                Second Digression: Heroes of Work
                Third Digestion: Organic Constructs
5 Calculating Motion
                The Differential Analyzer
                Project Pigeon
6 Visibility and Commensurability
                Whirlwind and the Issue of Interruption
                Image Processing in the Williams Tube
                SAGE
                The TX-0 and the Techno-Logic of Hackers
                Spacewar
                Sensorama
7 A New Ergonomics
                Sketchpad
                Humans as Stopgaps
                Word Processing as a Shooter Game
                Xerox Star
8 Computer Games
                Odyssey
                Pong
 
Part II: Adventure
9 Caves
10 The Construction of the Artificial World
                Being (Das Sein)…
                … the Being (das Seinde)…
                …and “Technological Language”
                Soft Modernity
11 Narratives
                Nuclei and Catalyses
                Thinking “Red”
                Soap Operas
12 Programs, Labyrinths, Graphs
                Flowcharts
                Working through Labyrinths
                Graphs and Networks
                Memex
                The Best World
 
Part III: Strategy
13 “That Naïve Concept of Utility”
14 Chess and Computers
15 Tactical Chess and War Games
                Hellwig’s “Tactical Game”
                Hoverbeck and Chamblanc
                Reisswitz’s Kriegsspiel…
                … and Its Successors
16 Operations Research and the Weather
                Lanchester’s Law
                Operations Research
                Vilhelm Bjerknes
                Richardson’s Theater of Computers
                John von Neumann
17 The 1950s
                Computer Games
                Cellular Automata
                Politics and Society
                Game Theory and the Cold War
18 The 1960s
                Vietnam
                Integration
                Criticism of Game Theory
                Object-Oriented Programming
19 The 1970s
                Computers for Everyone
                Pedagogical Postgame
 
Afterword
Works Cited
Index
 

Customer Reviews

Most Helpful Customer Reviews

See All Customer Reviews