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Computer Game Worlds
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Introduction

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 Digression: Organic Contructs


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 Seiende) …
… 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