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"Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a "serious" activity can be used as sources for the study of history. The book's focus is on board and card games, with reference to physical games, sports and digital games as well. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects"--
Games --- History --- Simulation games in education --- Simulation games --- Study and teaching --- World history --- Education --- Educational gaming --- Gaming, Educational --- Educational games --- Annals --- Auxiliary sciences of history --- Simulation games in education. --- History. --- Simulation games. --- Study and teaching.
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Hurricanes --- Emergency management --- Disaster relief --- Simulation games. --- Planning. --- Research --- Nature --- Technology & engineering --- Social science
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Environmental health --- Decision making --- Simulation games. --- Educational games. --- Management --- Games --- Games.
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International relations --- War games --- Simulation games. --- United States --- Russia (Federation) --- Foreign relations
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Cyberterrorism --- War games. --- Prevention. --- Simulation games. --- United States. --- Rules and practice.
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Military education --- Simulation games in education. --- Virtual reality in education. --- Computer simulation. --- United States.
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Military art and science --- Soldiers --- Simulation games in education --- Educational games --- Methodology. --- Training of --- Evaluation. --- Evaluation. --- United States. --- United States. --- United States.
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Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games. »Farca ist ein Grundlagenwerk des Computerspiel(en)s gelungen, das Strukturen des Spiels mit den Aktivitäten der Spieler verbindet.« Lothar Mikos, tv diskurs, 1 (2020) Besprochen in: gmk-Newsletter, 9 (2019)
Mass communications --- massamedia --- Dystopian plays --- Anti-utopian drama --- Anti-utopian plays --- Cacotopian drama --- Cacotopian plays --- Dystopian drama --- Dystopias --- Dystopic drama --- Dystopic plays --- Negative utopian drama --- Negative utopian plays --- Drama --- History and criticism. --- Video Games; Utopia; Dystopia; Science Fiction; Culture; Phenomenology; Media; Computer Games; Media Aesthetics; Digital Media; Sociology of Technology; Media Studies --- Computer Games. --- Culture. --- Digital Media. --- Dystopia. --- Media Aesthetics. --- Media Studies. --- Media. --- Phenomenology. --- Science Fiction. --- Sociology of Technology. --- Utopia. --- Video games - Psychological aspects --- Computer games - Psychological aspects --- Simulation games - Psychological aspects --- Video games --- Computer games --- Simulation games
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"Khaos Company offers a short story written with the intent to provide Marines with the perspective of what it is like to operate and fight at the company- and small-unit levels in operations of such large scale and scope. This is a story about how a small yet cohesive company of Marines experienced chaos, friction, uncertainty, surprise, failure, success, relationships, and executed the maneuver warfare principles outlined in our doctrinal warfighting philosophy"--
War games --- Hanks, Matthew S., --- Military leadership. --- United States. --- Infantry --- Drill and tactics. --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- Mathematical models --- U.S. Marine Corps --- United States Marine Corps --- USMC --- Marine Corps --- training --- Camp Pendleton --- warfare --- USMC (United States Marine Corps) --- California
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