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Record W4417037249 · doi:10.1177/13548565251404978

Simulating desert power: Dune games, real-time strategy, and the postcolonial legacies of Lynch’s Dune

2025· article· en· W4417037249 on OpenAlexaff
Sarah Christina Ganzon, Marc-André Lajeunesse

Bibliographic record

VenueConvergence The International Journal of Research into New Media Technologies · 2025
Typearticle
Languageen
FieldSocial Sciences
TopicDigital Games and Media
Canadian institutionsConcordia UniversitySimon Fraser University
Fundersnot available
KeywordsAdversaryAdventureDesert (philosophy)StudioColonialismTRACE (psycholinguistics)Bridge (graph theory)

Abstract

fetched live from OpenAlex

Cryo Interactive’s Dune (1992) was based on Frank Herbert’s novel of the same name. After the production company that created David Lynch’s Dune went bankrupt, the game developers acquired the rights adaptation rights from Universal Pictures. Borrowing heavily from the novel and its early film adaptation, the player takes on the role of Paul Atreides – managing armies while adventuring and creating relationships with the Fremen. Both the strategy and adventure aspects created two layers of the game: real-time strategy managing spice operations and dungeon-crawling to meet important characters in the story. In the same year, Westwood Studios released Dune II . In comparison to Cryo Interactive’s version, Westwood Studio’s version of the game focused on real-time strategy. Players play as military commanders in their selected house from Dune ’s universe: building military bases, mining spice, and capturing enemy territories. These activities culminate in a final showdown between the player’s house battling against three enemy sides, including the emperor’s Sardaukar forces. This gameplay formula of establishing bases, mining, and battling against enemy units eventually built the foundation of Westwood’s successful Command and Conquer franchise. In this paper, we trace the history of the Dune games and their legacy in the real-time strategy genre. We aim to bridge analyses of media convergence alongside analyses of colonialism in real-time strategy games. In the case of the Dune games, representations of colonialist imperatives emerged from how two studios attempted to reproduce and gamify elements in Frank Herbert’s novels and its early film adaptation. Resource extraction, military management (including management of Fremen or native-coded characters as uncontrollable support allies), and the gamic reproduction of the fog of war become central in how the Dune games simulate the neocolonial logics of empire building.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.012
Threshold uncertainty score0.024

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0010.003
Scholarly communication0.0030.002
Open science0.0010.002
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0050.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.038
GPT teacher head0.389
Teacher spread0.352 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2025
Admission routes1
Has abstractyes

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