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War Games
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ISBN: 0813598958 9780813598956 0813598915 0813598923 Year: 2019 Publisher: New Brunswick, NJ : Rutgers University Press,

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The word "wargames" might seem like a contradiction in terms. After all, the declaration "This is war" is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war? This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare? Covering everything from chess to football, from Saving Private Ryan to American Sniper, and from Call of Duty to drone interfaces, War Games is an essential guide for anyone seeking to understand the militarization of American culture, offering a compact yet comprehensive look at how we play with images of war.


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Reinforcing deterrence on NATO's eastern flank : wargaming the defense of the Baltics
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ISBN: 0833092987 9780833092984 Year: 2016 Publisher: Santa Monica, California : RAND Corporation,

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Zones of control : perspectives on wargaming
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ISBN: 0262334941 9780262334945 9780262334952 026233495X 9780262334938 0262334933 9780262033992 0262033992 Year: 2016 Publisher: Cambridge, Massachusetts : The MIT Press,

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Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on war-gaming's past, present, and future. In Zones of Control, contributors consider war-games played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially table-top games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophicated body of cultural work in which the the complexity of military conflict is represented in lucid systems and procedures. Topics include the history of playing at war; operations research and systems design; war-gaming and military history; war-gaming's ethics and politics; gaming irregular and non-kinetic warfare; and war-games as artistic practice.

Mathematics of conflict
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ISBN: 0444866787 9780444866783 Year: 1983 Volume: 6 Publisher: Amsterdam: North-Holland,


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Wargames : from gladiators to gigabytes
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ISBN: 1107358132 1107238536 1107342260 1107255848 1107346010 110734851X 1139579878 1299408974 110734476X 110703695X 1107684420 9781107342262 9781139579872 9781107036956 9781107684423 9781107346017 Year: 2013 Publisher: Cambridge : Cambridge University Press,

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Where did wargames come from? Who participated in them, and why? How is their development related to changes in real-life warfare? Which aspects of war did they capture, which ones did they leave out, how, and why? What do they tell us about the conduct of war in the times and places where they were played? How useful are they in training and preparation for war? Why are some so much more popular than others, and how do men and women differ in their interest? Starting with the combat of David versus Goliath, passing through the gladiatorial games, tournaments, trials by battle, duels, and board games such as chess, all the way to the latest simulations and computer games, this unique book traces the subject in all its splendid richness. As it does so, it provides new and occasionally surprising insights into human nature.

The war game: a critique of military problem solving
Authors: ---
ISBN: 0674946006 9780674946002 Year: 1979 Publisher: Cambridge (Mass.): Harvard university press,


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Joystick soldiers : the politics of play in military video games
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ISBN: 9780415996594 9780415996600 9780203884461 0415996597 0415996600 0203884469 9781135842772 9781135842819 9781135842826 Year: 2009 Publisher: London ; New York Routledge


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War games : a history of war on paper
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ISBN: 1280499389 9786613594617 0262301164 9780262301169 9780262300377 0262300370 9780262016971 0262016974 9781280499388 661359461X Year: 2012 Publisher: Cambridge, Mass. : MIT Press,

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The convergence of military strategy and mathematics in war games, from medieval to modern times.For centuries, both mathematical and military thinkers have used game-like scenarios to test their visions of mastering a complex world through symbolic operations. By the end of World War I, mathematical and military discourse in Germany simultaneously discovered the game as a productive concept. Mathematics and military strategy converged in World War II when mathematicians designed fields of operation. In this book, Philipp von Hilgers examines the theory and practice of war games through history, from the medieval game boards, captured on parchment, to the paper map exercises of the Third Reich. Von Hilgers considers how and why war games came to exist: why mathematical and military thinkers created simulations of one of the most unpredictable human activities on earth.Von Hilgers begins with the medieval rythmomachia, or Battle of Numbers, then reconstructs the ideas about war and games in the baroque period. He investigates the role of George Leopold von Reiswitz's tactical war game in nineteenth-century Prussia and describes the artifact itself: a game board-topped table with drawers for game implements. He explains Clausewitz's emphasis on the "fog of war" and the accompanying element of incalculability, examines the contributions of such thinkers as Clausewitz, Leibniz, Wittgenstein, and von Neumann, and investigates the war games of the German military between the two World Wars. Baudrillard declared this to be the age of simulacra; war games stand contrariwise as simulations that have not been subsumed in absolute virtuality.

Issues raised during the Army after next spring wargame
Authors: --- --- --- ---
ISBN: 0585246475 9780585246475 0833026887 9780833026880 Year: 1999 Publisher: Santa Monica, CA : RAND,


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Simulating war : studying conflict through simulation games
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ISBN: 1441162267 9781441162267 9781441114921 1441114920 1441185585 1472533917 1474211232 9781474211239 9781472533913 Year: 2014 Publisher: London : Bloomsbury Academic,

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"Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers."--

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