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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.
War games. --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- Mathematical models
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War games --- North Atlantic Treaty Organization --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- Mathematical models --- North Atlantic treaty organisation --- NAVO --- OTAN
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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.
War games --- War games. --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- History. --- Mathematical models --- GAME STUDIES/General --- dataspill --- krigsspill
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Operational research. Game theory --- War --- Mathematical models --- -War games --- Kriegsspiel --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- Armed conflict (War) --- Conflict, Armed (War) --- Fighting --- Hostilities --- Wars --- International relations --- Peace --- War games --- War - Mathematical models
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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.
War games --- Computer war games --- Video war games --- War --- Computer games --- Kriegsspiel --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- History. --- Computer simulation --- Mathematical models --- Social Sciences --- Political Science --- Video games --- War video games --- Krigsspil
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355.4 --- War games --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- Oorlogvoering. Tactiek en strategie. Oorlogsoperaties. Militaire operaties. Operatieterrein --- Mathematical models --- WarOorlogvoering. Tactiek en strategie. Oorlogsoperaties. Militaire operaties. Operatieterrein --- 355.4 Oorlogvoering. Tactiek en strategie. Oorlogsoperaties. Militaire operaties. Operatieterrein
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Video games. --- War games. --- Jeux de guerre --- Kriegsspiel --- Wargames --- Military maneuvers --- Simulation games --- Tactics --- Television games --- Videogames --- Electronic games --- Jeux vidéo --- Computer. Automation --- Polemology --- Mass communications --- Video games --- Political aspects. --- Aspect politique --- War games --- #SBIB:309H17 --- War --- Military art and science --- Political aspects --- Computer- en videogames --- Mathematical models --- Computer games --- Internet games --- Games
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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.
War games --- Games of strategy (Mathematics) --- History. --- Games with rational pay-off (Mathematics) --- Rational games (Mathematics) --- Strategy, Games of (Mathematics) --- Kriegsspiel --- War --- Wargames --- Simulation games --- Military art and science --- Military maneuvers --- Tactics --- HIstory. --- Mathematical models --- Game theory --- Group theory --- Mathematical optimization --- Matrices --- Topology --- SCIENCE, TECHNOLOGY & SOCIETY/History of Technology --- SOCIAL SCIENCES/Media Studies --- SCIENCE, TECHNOLOGY & SOCIETY/History of Science
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Twenty-first century --- War games. --- War games --- Armies --- Military & Naval Science --- Law, Politics & Government --- 21st century --- Third millennium --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- Forecasts --- Mathematical models --- United States. --- U.S. Army --- US Army --- Forecasting. --- Forecasts.
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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."--
War games. --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- Mathematical models --- Simulation games. --- Mathematical models. --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Game theory --- Simulation methods --- Fighting --- Military power --- Military science --- Warfare --- Warfare, Primitive --- Naval art and science --- War games --- Military art and science - Mathematical models
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