Zones of control : perspectives on wargaming /


edited by Pat Harrigan and Matthew G. Kirschenbaum ; foreword by James F. Dunnigan.
Bok Engelsk 2016 · Electronic books.
Medvirkende
Omfang
1 online resource (806 pages) : : illustrations
Opplysninger
Description based upon print version of record.. - Contents; Editors' Introduction; Series Foreword; Foreword: The Paper Time Machine Goes Electric; I Paper Wars; 1 A Game Out of All Proportions: How a Hobby Miniaturized War; 2 The History of Wargaming Project; 3 The Fundamental Gap Between Tabletop Simulation Games and the ""Truth""; 4 Fleet Admiral: Tracing One Element in The Evolution Of A Game Design; 5 The Wild Blue Yonger: Representing Air Warfaire in Games; 6 Historical Aesthetics in Mapmaking; 7 The ""I"" in Team: War and Comat in Tabletop Role-Playing Games; II War Engines. - 16 The Application of Statistical and Forensics Validations to Suimulation Modeling in Wargames17 Goal-Driven Design and Napoleon's Triumph; 18 Harpoon: An Original Serious Game; 19 The Development and Application of the Real-Time Air Power Wargame Simulation Modern Air Power; 20 Red vs. Blue; 21 Hypergaming; IV The Bleeding Edge; 22 Wargaming Futures: Naturalizing the New American Way of War; 23 Creating Persian Incursion; 24 Modeling the Second Battle of Fallujah; 25 Playing with Toy soldiers: Authenticity and Metagaming in World War I Video Games; 26 America's Army. - 27 We the Soldiers: Player Complicity and Ethical Gameplay in Call of Duty: Modern Warfare28 Upending Militarized Masculinity in Spec Ops: The Line; V Systems and Situations; 29 Wargames as Writing Systems; 30 Playing Defense: Gender, Just War, and Game Design; 31 Debord's Nostalgic Algorithm; 32 The Ludic Science Club Crosses the Berezina; 33 War Games; 34 Troubling the Magic Circle: Miniature War in Iraq; VI The War Room; 35 Wargames as an Academic Instrument; 36 Lessons From the Hexagon: Wargames and the Military Historian. - 37 Simulation Literacy: The Case for Wargames in the History Classroom38 The Amateur Designer: For Fun and Profit; 39 Struggling with Deep Play: Utilizing Twilight Struggle for Historical Inquiry; 40 Model-Driven Military Wargame Design and Evaluation; VII Irregularities; 41 Gaming the Nonkinetic; 42 Inhabited Models and Irregular Warfare Games: An Approach to Educational and Analytical Gaming at the US Department of Defense; 43 Chess, Go, and Vietnam: Gaming Modern Insurgency; 44 Irregular Wardare: The Kobayashi Maru of the Wargaming World. - 45 A Mighty Fortress is Our God: When Military Action Meets Religious Strife. - 8 War Engines: Wargames as Systems From th Tabletop to the Computer9 The Engine of Wargaming; 10 Design For Effect: The ""Common Language"" of Advanced Squad Leader; 11 Combat Commander: Time to Throw Your Plan Away; 12 Empire of the Sun: The Next Evolution of the Card-Driven Game Engine; 13 The Paths of Glory Lead But to the Gambling Table; 14 A New Kind of History: The Culture of Wargame Scenario Design Communities ; III Operations; 15 Operations Research, Systems Analysis, and Wargaming: Riding the Cycle of Research. - 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.
Emner
War games - History.
War games.
GAME STUDIES/General
Sjanger
Dewey
ISBN
0262334941. - 026233495X. - 9780262334945. - 9780262334952

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