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  1. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2009]; © 2009
    Publisher:  transcript Verlag, Bielefeld

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Series: Kultur- und Medientheorie
    Subjects: Computer war games; Computerspellen; Computerspiel; Digital computer simulation; Kriegsspiel; Medien; Militaire technologie; Militär; Simulatiespelen; Sociale aspecten; War and society; Gesellschaft; Medien; Kriegsspiel; Computerspiel; Militär
    Scope: 1 online resource (412 pages), illustrations
    Notes:

    Description based on online resource; title from PDF title page (publisher’s Web site, viewed September 10 2015)

    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

  2. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020
    Publisher:  University of Chicago Press, Chicago ; London

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Bayerische Staatsbibliothek
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    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Online
    ISBN: 9780226630038
    RVK Categories: AP 15963
    Subjects: Gamification; Videospiel; Computerspiel
    Other subjects: Computer games; Video games; Computer games / Social aspects; Video games / Social aspects; Gamification; Digital computer simulation
    Scope: 1 Online-Ressource (xvi, 386 Seiten), Illustrationen
  3. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2009]; © 2009
    Publisher:  transcript Verlag, Bielefeld

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Series: Kultur- und Medientheorie
    Subjects: Computer war games; Computerspellen; Computerspiel; Digital computer simulation; Kriegsspiel; Medien; Militaire technologie; Militär; Simulatiespelen; Sociale aspecten; War and society; Gesellschaft; Medien; Kriegsspiel; Computerspiel; Militär
    Scope: 1 online resource (412 pages), illustrations
    Notes:

    Description based on online resource; title from PDF title page (publisher’s Web site, viewed September 10 2015)

    :

  4. Solutions manual to accompany simulation and the Monte Carlo method
  5. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2015]; ©2009
    Publisher:  transcript-Verlag, Bielefeld

    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... more

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    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

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Edition: 1. Aufl
    Series: Kultur- und Medientheorie
    Other subjects: Computer war games; Digital computer simulation; Military planning / Decision making / Data processing; War and society; Computer Games; Computer Sciences; Culture; Digital Games; Digital Media; Media Studies; Military; Sociology of Science; Technology Studies; Technology; Militär; Medien; Kriegsspiel; Computerspiel; SOCIAL SCIENCE / Media Studies
    Scope: 1 online resource
  6. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020
    Publisher:  University of Chicago Press, Chicago ; ProQuest, London

    In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role... more

    Universität Mainz, Zentralbibliothek
    No inter-library loan

     

    In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780226630038
    RVK Categories: ST 324 ; AP 15963
    Subjects: Computerspiel; Videospiel; Gamification; Computer games; Computer games; Digital computer simulation; Gamification; Video games; Video games; SOCIAL SCIENCE / General
    Scope: 1 Online-Ressource
  7. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2015]; ©2009
    Publisher:  transcript-Verlag, Bielefeld

    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... more

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    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

     

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  8. Expressive processing
    digital fictions, computer games, and software studies
    Published: c2009
    Publisher:  MIT Press, Cambridge, Mass.

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262013436; 0262302675; 9780262013437; 9780262302678
    Series: Software studies
    Subjects: Datentechnik; Technischer Fortschritt; Computerspiel; Alltagsbewusstsein; Sozialer Wandel; jeu informatique / simulation par ordinateur; Alltagsbewusstsein; Computerspiel; Datentechnik; Sozialer Wandel; Technischer Fortschritt; COMPUTERS / Digital Media / General; COMPUTERS / Interactive & Multimedia; COMPUTERS / Web / Site Design; COMPUTERS / Web / User Generated Content; Computer games / Social aspects; Digital computer simulation; Digital media; Interactive multimedia / Social aspects; Gesellschaft; Interactive multimedia; Computer games; Digital media; Digital computer simulation; Sozialer Wandel; Technischer Fortschritt; Datentechnik; Alltagsbewusstsein; Computerspiel
    Scope: 1 Online-Ressource (xv, 482 p.)
    Notes:

    Includes bibliographical references and index

    "Most books on digital media focus on what the machines of digital media look like from the outside but ignore the computational machines that make digital media possible. With this book, the first to approach computational processes from the perspective of media, games, and fiction, Wardrip-Fruin examines both the outside and the inside of digital media's machines."--BOOK JACKET.

  9. Expressive processing
    digital fictions, computer games, and software studies
    Published: c2009
    Publisher:  MIT Press, Cambridge, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262302678
    RVK Categories: SU 500
    Series: Software studies (Cambridge, Mass.)
    Subjects: Gesellschaft; Interactive multimedia; Computer games; Digital media; Digital computer simulation; Datentechnik; Alltagsbewusstsein; Computerspiel; Technischer Fortschritt; Sozialer Wandel
    Scope: xv, 482 p.
    Notes:

    Includes bibliographical references and index

    Introduction -- The Eliza effect -- Computer game fictions -- Making models -- The tale-spin effect -- Character and author intelligence -- Authoring systems -- The SimCity effect -- Playable language and nonsimulative processes -- Conclusion -- Afterword

  10. The guide to computer simulations and games
    Published: 2011
    Publisher:  Wiley Pub., Inc, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118221808
    RVK Categories: ST 324 ; ST 340
    Edition: 1st ed
    Subjects: Game theory; Digital computer simulation; Computerspiel; Computersimulation; Programmierung
    Scope: xxxiv, 446 p.
    Notes:

    Includes bibliographical references and index

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations

  11. The guide to computer simulations and games
    Published: 2011
    Publisher:  Wiley Pub., Inc, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118221808
    RVK Categories: ST 324 ; ST 340
    Edition: 1st ed
    Subjects: Game theory; Digital computer simulation; Computerspiel; Computersimulation; Programmierung
    Scope: xxxiv, 446 p.
    Notes:

    Includes bibliographical references and index

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations

  12. Expressive processing
    digital fictions, computer games, and software studies
    Published: c2009
    Publisher:  MIT Press, Cambridge, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262013437; 0262013436; 9780262302678
    Series: Software studies (Cambridge, Mass.)
    Subjects: Gesellschaft; Interactive multimedia / Social aspects; Computer games / Social aspects; Digital media; Digital computer simulation; Alltagsbewusstsein; Sozialer Wandel; Computerspiel; Technischer Fortschritt; Datentechnik
    Scope: 1 Online-Ressource (xv, 482 p.)
    Notes:

    Includes bibliographical references and index

    Introduction -- The Eliza effect -- Computer game fictions -- Making models -- The tale-spin effect -- Character and author intelligence -- Authoring systems -- The SimCity effect -- Playable language and nonsimulative processes -- Conclusion -- Afterword

  13. Solutions manual to accompany simulation and the Monte Carlo method
  14. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: 2009; ©2009.
    Publisher:  transcript Verlag, Bielefeld

    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... more

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    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.

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Series: Kultur- und Medientheorie
    Subjects: Computer war games; Digital computer simulation; Military planning; War and society; Computer simulation; War video games; Computer war games.; Computerspellen.; Digital computer simulation.; Militaire technologie.; Simulatiespelen.; Sociale aspecten.; War and society.; Computerspiel.; Kriegsspiel.; Medien.; Militär.; SOCIAL SCIENCE / Media Studies
    Other subjects: Computer Games; Computer Sciences; Culture; Digital Games; Digital Media; Media Studies; Military; Sociology of Science; Technology Studies; Technology
    Scope: 1 online resource(412 p.)
    Notes:

    Description based upon print version of record

    Frontmatter -- Contents -- Table of Illustrations -- 1. Introduction -- 2. Building Blocks for a Model of Programmable Media Analysis -- 3. Epistemological Effects of Programmable Media in Perspective -- 4. Programmable Media at the Civilian/Military Margin -- 5. From the War in the Gulf to the Global War on Terror – A History in Games -- 6. Peripheralization and Universalization. Macro Effects of Programmable Media in Military-Civilian Contexts -- Bibliography -- Backmatter.

  15. Experimental Games
    Critique, Play, and Design in the Age of Gamification
    Published: [2020]; © 2020
    Publisher:  University of Chicago Press, Chicago

    Intro -- Contents -- List of Figures -- Prologue: Game Experiments -- Part I. Framework -- Introduction: Society of the Game -- 1. Gamification -- 2. Experimentation -- Part II. Concepts -- 3. Choice -- 4. Control -- 5. Difficulty -- 6. Failure --... more

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    eBook ProQuest
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    Intro -- Contents -- List of Figures -- Prologue: Game Experiments -- Part I. Framework -- Introduction: Society of the Game -- 1. Gamification -- 2. Experimentation -- Part II. Concepts -- 3. Choice -- 4. Control -- 5. Difficulty -- 6. Failure -- Part III. Design -- 7. Improvisation -- Coda: Joy -- Acknowledgments -- Notes -- Ludography -- Index.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780226630038
    RVK Categories: AP 15963
    Subjects: Video games-Social aspects; Computer games-Social aspects; Video games; Digital computer simulation; Computer games; Gamification; Electronic books
    Scope: 1 Online-Ressource (xvi, 386 Seiten)
    Notes:

    Description based on publisher supplied metadata and other sources

  16. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020
    Publisher:  University of Chicago Press, Chicago

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan

     

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780226630038
    RVK Categories: AP 15963
    Subjects: Computer games; Video games; Computer games; Video games; Gamification; Digital computer simulation
    Scope: 1 Online-Ressource (xvi, 386 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  17. The guide to computer simulations and games
    Published: c2012
    Publisher:  Wiley, Indianapolis, Ind.

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use... more

    Universitätsbibliothek Clausthal
    2014 EB 13
    No inter-library loan

     

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1118009231; 1283401991; 9781118221808; 9781283401999; 9781118009239
    RVK Categories: ST 324 ; ST 340
    Edition: 1. ed
    Subjects: Digital computer simulation; Game theory
    Scope: xxxiv, 446 p.
    Notes:

    Includes bibliographical references and index

    Electronic reproduction Available via World Wide Web

    The Guide to Computer Simulations and Games; About the Authors; About the Technical Editor; Credits; Acknowledgments; Contents; Introduction; Part I Context; Chapter 1 Spoilers; A Sneak Peek at Simulations …; Microsimulation of Traffi c Flow; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; GRI VROV Simulator; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; …And Games …; Mario Kart; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; Portal 2

    OverviewGoals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; … For Education and Training; Coole Immersive SRT; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; Real Lives; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; FloodSim; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; Foldit; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; The Booze Cruise

    OverviewGoals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; Summary; Concepts; Terminology; References, Notes, and Other Resources; Chapter 2 Fundamentals; Why Definitions Matter; Modeling versus Simulation; What Is a Simulation?; Simulations and Games before Computers; Games; Simulations; Brief History of Computer Simulation; Video Games; Serious Games; Summary; Concepts; Terminology; References, Notes, and Other Resources; Notes; References; Chapter 3 Going Digital; Traditional versus Digital Simulations in Education; What Is an Educational Simulation?

    Brief History of Educational SimulationsThe Edutainment Era; The Education Simulation-Game Continuum; What Is a Game?; The Problem with Reality; All Games Are Simulations; Synergy: Analog Sims and Games Meet Computer Simulations and Games; What They Share; How Going Digital Changes Things; Base Model; Rules; Affordances; Validity; Closure; Summary; Concepts; Terminology; References, Notes, and Other Resources; Definition of Game; References; Chapter 4 How Programs Work; Demystification; Algorithms; Example 1: A Bad Algorithm and Basic Flowcharts

    Example 2: Navigating an Automated Telephone Answering System: Decisions, Input, OutputGeneral Design Considerations; Example 3: Mowing the Lawn: Modules; Example 4: Making an Egg Salad: Iteration, Complexity, and Parameters; Summary; Concepts; Terminology; Notes and Other Resources; Part II It's About Time; Chapter 5 The Stuff of Which Simulations Are Made; The Passage of Time; Continuous Simulations; Discrete Simulations; When Discrete Becomes Continuous; Hybrid Simulations; How Simulations Advance Time; States and Events; Designing a Simulation; Deciding What's Important; Needs Analysis

    Step-Wise Refinement

  18. Real Wars on Virtual Battlefields
    The Convergence of Programmable Media at the Military-Civilian Margin
    Published: [2009]
    Publisher:  transcript Verlag, Bielefeld

    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... more

     

    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

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839412404
    Other identifier:
    Series: Kultur- und Medientheorie
    Subjects: Communication Science, other; Communications; Computer war games; Computerspellen; Computerspiel; Digital computer simulation; Kriegsspiel; Linguistics, Communication Studies; Medien; Militaire technologie; Militär; Simulatiespelen; Sociale aspecten; War and society
    Scope: 1 online resource(412 p.), illustrations
    Notes:

    Description based on online resource; title from PDF title page (publisher’s Web site, viewed October 7 2015)

  19. The guide to computer simulations and games
    Published: 2011
    Publisher:  Wiley Pub., Inc, Indianapolis, Ind

    The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    No inter-library loan
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Universitätsbibliothek Kiel, Zentralbibliothek
    No inter-library loan
    Hochschule Albstadt-Sigmaringen, Bibliothek Sigmaringen
    eBook ebrary
    No inter-library loan
    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    No loan of volumes, only paper copies will be sent

     

    The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject. Intro -- The Guide to Computer Simulations and Games -- About the Authors -- About the Technical Editor -- Credits -- Acknowledgments -- Contents -- Introduction -- Part I Context -- Chapter 1 Spoilers -- A Sneak Peek at Simulations … -- Microsimulation of Traffi c Flow -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- GRI VROV Simulator -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- …And Games … -- Mario Kart -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- Portal 2 -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- … For Education and Training -- Coole Immersive SRT -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- Real Lives -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- FloodSim -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- Foldit -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- The Booze Cruise -- Overview -- Goals/Purpose/Use -- Structure -- Interaction (Gameplay) -- Features -- What Is Being Simulated -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Chapter 2 Fundamentals -- Why Definitions Matter -- Modeling versus Simulation -- What Is a Simulation? -- Simulations and Games before Computers -- Games -- Simulations -- Brief History of Computer Simulation -- Video Games -- Serious Games -- Summary -- Concepts -- Terminology -- References, Notes, and Other Resources -- Notes -- References.

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118221808
    RVK Categories: ST 324 ; ST 340
    Edition: 1st ed (Online-Ausg.)
    Subjects: Game theory; Digital computer simulation; Digital computer simulation; Game theory; Electronic books; Computersimulation; Computerspiel; Programmierung
    Other subjects: Computer simulation
    Scope: Online-Ressource (xxxiv, 446 p.), ill.
    Notes:

    Includes bibliographical references and index. - Electronic reproduction; Palo Alto, Calif; ebrary; 2012; Available via World Wide Web; Access may be limited to ebrary affiliated libraries

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations