This article rethinks concepts of the simulational and the simulacral for popular digital culture. It plays concepts of the modern world as hyperreal against the more modest, pragmatic, but vital, insights of game studies into the literally simulational nature of computer media and videogames. Through a reading of Deleuze's essay Platonism and the Simulacrum, taking the GameBoy Advance game Advance Wars 2 as a case study, and proposing the significance of automata, it suggests ways of thinking about the artificial and simulacral character of contemporary technoculture and its devices, not as the implosion of reality, but of its production.Keywords / automata / computer games / cyberculture / Deleuze / game studies / simulacra / simulation / technoculture / videogames Plato, by dint of inquiring in the direction of the simulacrum, discovers, in the flash of an instant as he leans over its abyss, that the simulacrum is not simply a false copy, but that it calls into question the very notions of the copy . . . and of the model. (Deleuze, 1983: 47) Whomper hunted for the marmalade. 'Perhaps jam will do just as well', he said and tried to take the lid off a jam-pot. 'Painted plaster,' stated the Mymble's daughter. She took an apple and chewed at it. 'Wood,' she said. Little My laughed. But Whomper felt worried. All the things around him were false. Their pretty colours were a sham, and everything he touched was made of paper or wood or plaster. The golden crowns weren't nice and heavy, and the flowers were paper flowers. The fiddles had no strings and the boxes no bottoms, and the books couldn't even be opened. Troubled in his honest heart, Whomper pondered over the meaning of it all, but he couldn't find any solution. 'I wish I were just a tiny bit more clever', he thought. 'Or a few weeks older'. 'I like it here', said the Mymble's daughter. 'It's just as if nothing really mattered here'. 'Does anything matter anywhere?' asked Little My. 'No', her sister replied happily. 'Don't ask such silly questions'.