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All Outputs (13)

The conditions of videogame production: The nature and stakes of creative freedom in Stiegler’s philosophy of technicity (2020)
Book Chapter
Crogan, P. (2020). The conditions of videogame production: The nature and stakes of creative freedom in Stiegler’s philosophy of technicity. In P. Ruffino (Ed.), Independent Videogames: Cultures, Techniques, Networks and Politics. Abingdon: Taylor & Francis (Routledge)

This essay considers the implications of Bernard Stiegler's philosophy of technology for a critical account of the nature and potential of creative freedom in video game development. The inquiry is situated in the context of the emergence of independ... Read More about The conditions of videogame production: The nature and stakes of creative freedom in Stiegler’s philosophy of technicity.

Creativity and the problem of automation (2020)
Book Chapter
Crogan, P. (2020). Creativity and the problem of automation. In P. Crogan (Ed.), Unboxing the Black Box: Reflections on Making with AI and Automation (16-22). SWCTN

As AI-driven automation systems make their presence increasingly felt in everyday lives, the nature and value of human creativity is becoming an issue requiring urgent attention. While the disruptive impacts of digital innovation are often celebrated... Read More about Creativity and the problem of automation.

Visions of swarming robots: Artificial intelligence and stupidity in the military-industrial projection of the future of warfare (2019)
Book Chapter
Crogan, P. (2020). Visions of swarming robots: Artificial intelligence and stupidity in the military-industrial projection of the future of warfare. In T. Heffernan (Ed.), Cyborg Futures: Cross-disciplinary Perspectives on Artificial Intelligence and Robotics (89-112). London: Palgrave Macmillan. https://doi.org/10.1007/978-3-030-21836-2_5

My subject in this paper is the analysis, speculation and recommendations for the future development and deployment of lethal autonomous robotic systems such as they appear in reports, studies and presentations emanating from what is still aptly call... Read More about Visions of swarming robots: Artificial intelligence and stupidity in the military-industrial projection of the future of warfare.

War, mathematics, and simulation: Drones and (losing) control of battlespace (2016)
Book Chapter
Crogan, P. (2016). War, mathematics, and simulation: Drones and (losing) control of battlespace. In P. Harrigan, & M. Kirschenbaum (Eds.), Zones of Control: Perspectives on Wargaming (641-667). Cambridge, MA: Massachusetts Institute of Technology Press (MIT Press)

This chapter will reflect on aspects of the expansion of military drone usage by Western powers in the “war on terror” over the last decade or so. In examining contemporary and envisaged drone deployments I am also concerned with what they can reveal... Read More about War, mathematics, and simulation: Drones and (losing) control of battlespace.

Play (for) time (2015)
Book Chapter
Crogan, P. (2015). Play (for) time. In V. Frissen, S. Lammes, M. De Lange, J. De Mul, & J. Raessens (Eds.), Playful Identities: The Ludification of Digital Media Cultures (225-244). Amsterdam: Amsterdam University Press

Through their deployment of interactivity, virtualisation and simulation, videogames are prime examples of the contemporary form of what philosopher of technology, Bernard Stiegler, has termed the industrial temporal object. The experiences produced... Read More about Play (for) time.

Simulation games (2012)
Book Chapter
Crogan, P. (2012). Simulation games. In M. Wolf (Ed.), The Encyclopedia of Video Games: The Culture, Technology and Art of Gaming. ABC CLIO

Entry on Simulation Games in an encyclopedia of video games.

Addressing regional cultural heritage maintenance using the digital songlines game engine (2009)
Book Chapter
Leavy, B., Wyeld, T. G., & Crogan, P. (2009). Addressing regional cultural heritage maintenance using the digital songlines game engine. In L. Hjorth, & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (107-169). New York: Routledge

An essay exploring the cultural, aesthetic and ethical implications of using a videogame engine in an Aboriginal cultural heritage preservation project.

Wargaming and computer games: Fun with the future (2008)
Book Chapter
Crogan, P. (2008). Wargaming and computer games: Fun with the future. In M. Swalwell, & J. Wilson (Eds.), The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics (147-166). North Carolina: McFarland and Company

An essay exploring the historical influence of wargaming on contemporary computer gaming and the philosophical implications of this.

A conversation on the efficacies of the game engine to address notions of sacred space: The digital songlines project and transgressions of sacredness (2008)
Book Chapter
Crogan, P., Wyeld, T., & Leavy, B. (2008). A conversation on the efficacies of the game engine to address notions of sacred space: The digital songlines project and transgressions of sacredness. In T. G. Wyeld, S. Kenderdine, & M. Docherty (Eds.), Virtual Systems and Multimedia: 13th International Conference, VSMM 2007, Brisbane Australia, September 23-26 2007, Revised Selected Papers (24-34). Berlin: Springer

A conference paper exploring issues arising from the experimental use of a videogame engine in an Aboriginal cultural heritage preservation project.

Logistical space: Flight simulation and virtual reality (2007)
Book Chapter
Crogan, P. (2007). Logistical space: Flight simulation and virtual reality. In A. Cholodenko (Ed.), The Illusion of Life 2: More Essays on Animation. Sydney: Power Publications

This paper looks at the history of flight simulation technology as a key instance of the logistics of vision (Virilio) bringing about a preemptive reanimation of the world first developed in military training context, and disseminated by its contribu... Read More about Logistical space: Flight simulation and virtual reality.

Gametime: History, narrative and temporality in Microsoft Combat Flight Simulator 2 (2003)
Book Chapter
Crogan, P. (2003). Gametime: History, narrative and temporality in Microsoft Combat Flight Simulator 2. In M. Wolf, & B. Perron (Eds.), The Video Game Theory Reader. New York: Routledge

This essay looks at the relations between narrative and ludic structuring of video game play experience through a comparison between a video game and a film that deal with the history of air war in the Pacific theatre during World War II.

Videogames, war and operational aesthetics
Book Chapter
Crogan, P. Videogames, war and operational aesthetics. In J. Bourke (Ed.), War and Art: A Visual History of Modern Conflict. London: Reaktion Books

This essay in a large collection of work exploring the visual representation of conflict examines videogames for their particular modes and logics of representation, which entail and operational, interactive and configurative character that has some... Read More about Videogames, war and operational aesthetics.

The experience of the industrial temporal object
Book Chapter
Crogan, P. (2012). The experience of the industrial temporal object. In G. Moore, & C. Howells (Eds.), Stiegler and Technics. Edinburgh: Edinburgh University Press

In Technics and Time 3: Cinematic Time and the Question of Malaise, Bernard Stiegler elaborates his notion of the industrial temporal object in order to characterise the nature of modern industrially produced media forms. This essay will examine Stie... Read More about The experience of the industrial temporal object.