Simulation, history and experience in Oshii’s Avalon and military-entertainment technoculture.
Digital Icons: Studies in Russian, Eurasian and Central European New Media, 4.
Available from: http://eprints.uwe.ac.uk/13662
- Published Version
Publisher's URL: http://www.digitalicons.org/issue04/patrick-crogan...
This essay takes Mamoru Oshii’s Avalon (2001) as a starting point for consideration of the impact of simulational interactive media on contemporary technoculture. The connections made in the film between virtual reality games and military research and development, and its quasi-simulational modelling of various historical ‘Polands’ in re-sequencing a dystopian end of history are the most valuable resources it brings to this study of how simulation’s predominant development represents a major challenge to the forms of critical cultural reflection associated with narrative-based forms of recording and interrogating experience.
Analysis of the methods and rhetorics of simulation design in the military-industrial (and now military-entertainment) complex will elaborate the nature and stakes of this challenge for today’s globalising technoculture of ‘militainment’.
|Additional Information:||First published in Digital Icons: Studies in Russian, Eurasian and Central European New Media, Volume 4. The original article can be found at: http://www.digitalicons.org/issue04/patrick-crogan/|
|Uncontrolled Keywords:||simulation, videogames, anime, war, history, technoculture, militainment|
|Faculty/Department:||Faculty of Arts, Creative Industries and Education > Department of Arts and Cultural Industries|
Faculty of Arts, Creative Industries and Education > School of Art and Design
Faculty of Arts, Creative Industries and Education > School of Film and Journalism
Dr P. Crogan
|Deposited On:||27 Jan 2011 15:11|
|Last Modified:||26 May 2016 00:56|
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