
Real Wars on Virtual Battlefields
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Content
- Cover Real Wars on Virtual Battlefields
- CONTENTS
- Table of Illustrations
- 1 Introduction
- 1.1 Remilitarization - Coming to Terms with the Notion of War in Contemporary Western Societies
- 1.2 Programmable Applications within Media Deployment Policies
- 1.3 The State of Research and the Politics of Documentation
- 1.4 Programmable Media as Socio-Cultural Filters
- 1.5 Digital Games as a Subset of Programmable Media
- 1.6 Towards an Integrative Model of Programmable Media Analysis
- 1.7 Technical Preliminaries
- 2 Building Blocks for a Model of Programmable Media Analysis
- 2.1 Critical Considerations on the Current State of Game Studies
- 2.2 Towards Programmable Media Analysis
- 2.3 Reading (Digital) Games as Code
- 2.4 Socio-Cultural Implications of Analyzing Programmable Media
- 2.5 From Technology Semiotics to Programmable Media Analysis
- 2.6 Program Code Rhetoric in Academic Literature
- 2.7 The 'Next Generation'
- 3 Epistemological Effects of Programmable Media in Perspective
- 3.1 Towards an Epistemology of Program Code
- 3.2 The Compatibility/Standardization Paradigm
- 3.3 The Computability Paradigm
- 3.4 A Program Code Model of Authenticity Effects
- 3.5 Nature in the Age of Algorithmic Representability
- 3.6 History as Simulation
- 3.7 Simulation/Emulation
- 4 Programmable Media at the Civilian/Military Margin
- 4.1 Before 'Information Warfare' (IW)
- 4.2 The Doctrine of Information Warfare
- 4.3 War and (Media) Literacy
- 4.4 New Rules of Play - Algorithms as Role Models of Military Self-Description and Organization
- 4.5 A Concluding Look Back
- 5 From the War in the Gulf to the Global War on Terror - A History in Games
- 5.1 The Methodological Problem of the 'Gulf Wars'
- 5.2 The Global War on Terrorism in Digital Games
- 5.3 Delimiting Wars by their Media Representations
- 5.4 Encyclopedicity
- 5.5 Applied Forum Analysis - An Ethnographic Perspective on Programmable Media
- 6 Peripheralization and Universalization. Macro Effects of Programmable Media in Military-Civilian Contexts
- 6.1 Historiographical Effects of Digital War Games
- 6.2 A Comparative Look at COTS Games in Military Applications
- 6.3 Grids as a Ubiquitous Dimension of (Digital) Warfare
- 6.4 Politico-Military Rhetoric and Code(s) in Non-War Game Contexts
- 6.5 Inserting Military Iconography into Media Usage Ecologies
- 6.6 Psychophysical Coercion of the Interface
- 6.7 The Implied Economization of War and Programmable Media Systems
- 6.8 Composing Universal Aesthetics and Narratives of War
- 6.9 Virtual Wars - Real Battlefields
- Bibliography
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