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Stefan Werning

    Real wars on virtual battlefields
    Making Games
    • Making Games

      • 176pages
      • 7 heures de lecture
      3,2(5)Évaluer

      An argument that production tools shape the aesthetics and political economy of games as an expressive medium.In Making Games , Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and political economy of games as an expressive medium. He frames game-making as a (meta)game in itself and shows that tools, like games, have their own "procedural rhetoric" and should not always be conceived simply in terms of optimization and best practices.

      Making Games
    • Real wars on virtual battlefields

      • 412pages
      • 15 heures de lecture

      The book analyzes the multifarious exchange of algorithmic technologies and concepts between the military and the media industry from the early 1990s until now. Unlike most related scholarly work which focuses on digital games, it drafts a model of programmable media which is grounded in a close-reading of the key technologies, most notably the paradigm of object-oriented programming, and reconsiders technical disciplines from a humanities perspective. This model is then applied to analyze the effects of algorithmic logic on the military-civilian continuum, including economic practices, patterns of media usage and military decision-making.

      Real wars on virtual battlefields