Real War Games Inc.

Real War Games Inc.

Author: Michelle Hamilton

Publisher: Lulu.com

Published: 2014-12-14

Total Pages: 303

ISBN-13: 131275687X

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I was on a bus full of sociopaths. The trouble was I had volunteered to be here. Had I only known, I lamented for the hundredth time since I'd boarded this small bus emblazoned with the Real War Games Inc. logo at the Denver International Airport, I never would have gotten off my plane from New York, never would have registered online six months ago, never would have followed through with this harebrained idea in the first place. But I had, thinking that somehow I would be able to understand, to discover the answer to the question that had begun to consume me more than a year ago when my twin brother had died in Iraq: What need had driven Brian to join the army - a decision that had resulted in his death? So I was here in order to understand. And hopefully find some way of moving on with my life. Although I couldn't imagine how to that without Brian. But somehow instead I'd ended up not on a bus with the other participants in this game but with sociopaths. Where had I gone wrong?


Book Synopsis Real War Games Inc. by : Michelle Hamilton

Download or read book Real War Games Inc. written by Michelle Hamilton and published by Lulu.com. This book was released on 2014-12-14 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: I was on a bus full of sociopaths. The trouble was I had volunteered to be here. Had I only known, I lamented for the hundredth time since I'd boarded this small bus emblazoned with the Real War Games Inc. logo at the Denver International Airport, I never would have gotten off my plane from New York, never would have registered online six months ago, never would have followed through with this harebrained idea in the first place. But I had, thinking that somehow I would be able to understand, to discover the answer to the question that had begun to consume me more than a year ago when my twin brother had died in Iraq: What need had driven Brian to join the army - a decision that had resulted in his death? So I was here in order to understand. And hopefully find some way of moving on with my life. Although I couldn't imagine how to that without Brian. But somehow instead I'd ended up not on a bus with the other participants in this game but with sociopaths. Where had I gone wrong?


War Games

War Games

Author: Philipp Von Hilgers

Publisher: MIT Press

Published: 2012-03-16

Total Pages: 235

ISBN-13: 0262300370

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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.


Book Synopsis War Games by : Philipp Von Hilgers

Download or read book War Games written by Philipp Von Hilgers and published by MIT Press. This book was released on 2012-03-16 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Militainment, Inc.

Militainment, Inc.

Author: Roger Stahl

Publisher: Routledge

Published: 2009-12-04

Total Pages: 220

ISBN-13: 1135837503

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Militainment, Inc. offers provocative, sometimes disturbing insight into the ways that war is presented and viewed as entertainment—or "militainment"—in contemporary American popular culture. War has been the subject of entertainment for centuries, but Roger Stahl argues that a new interactive mode of militarized entertainment is recruiting its audience as virtual-citizen soldiers. The author examines a wide range of historical and contemporary media examples to demonstrate the ways that war now invites audiences to enter the spectacle as an interactive participant through a variety of channels—from news coverage to online video games to reality television. Simply put, rather than presenting war as something to be watched, the new interactive militainment presents war as something to be played and experienced vicariously. Stahl examines the challenges that this new mode of militarized entertainment poses for democracy, and explores the controversies and resistant practices that it has inspired. This volume is essential reading for anyone interested in the relationship between war and media, and it sheds surprising light on the connections between virtual battlefields and the international conflicts unfolding in Iraq and Afghanistan today.


Book Synopsis Militainment, Inc. by : Roger Stahl

Download or read book Militainment, Inc. written by Roger Stahl and published by Routledge. This book was released on 2009-12-04 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Militainment, Inc. offers provocative, sometimes disturbing insight into the ways that war is presented and viewed as entertainment—or "militainment"—in contemporary American popular culture. War has been the subject of entertainment for centuries, but Roger Stahl argues that a new interactive mode of militarized entertainment is recruiting its audience as virtual-citizen soldiers. The author examines a wide range of historical and contemporary media examples to demonstrate the ways that war now invites audiences to enter the spectacle as an interactive participant through a variety of channels—from news coverage to online video games to reality television. Simply put, rather than presenting war as something to be watched, the new interactive militainment presents war as something to be played and experienced vicariously. Stahl examines the challenges that this new mode of militarized entertainment poses for democracy, and explores the controversies and resistant practices that it has inspired. This volume is essential reading for anyone interested in the relationship between war and media, and it sheds surprising light on the connections between virtual battlefields and the international conflicts unfolding in Iraq and Afghanistan today.


Fundamentals of War Gaming

Fundamentals of War Gaming

Author: Francis J. McHugh

Publisher: Government Printing Office

Published: 1966

Total Pages: 260

ISBN-13: 9781935352006

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Fundamentals of War Gaming provides an in-depth introduction to the basics of military gaming, and offers historical insights into the devewlopment of war gaming methodologies. It covers the evolution of gaming tools such as the ancient adaptations of chess and the development of Kriegspiel to teach military tactics to Prussian officers. The employment of gaming by various military powers, before and during the World Wars, is explored and culminated with the introduction of computer support and simulations in the U.S. Navy.


Book Synopsis Fundamentals of War Gaming by : Francis J. McHugh

Download or read book Fundamentals of War Gaming written by Francis J. McHugh and published by Government Printing Office. This book was released on 1966 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fundamentals of War Gaming provides an in-depth introduction to the basics of military gaming, and offers historical insights into the devewlopment of war gaming methodologies. It covers the evolution of gaming tools such as the ancient adaptations of chess and the development of Kriegspiel to teach military tactics to Prussian officers. The employment of gaming by various military powers, before and during the World Wars, is explored and culminated with the introduction of computer support and simulations in the U.S. Navy.


War Games

War Games

Author: James Park Sloan

Publisher:

Published: 1971

Total Pages: 186

ISBN-13:

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Book Synopsis War Games by : James Park Sloan

Download or read book War Games written by James Park Sloan and published by . This book was released on 1971 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt:


War Games

War Games

Author: Thomas B. Allen

Publisher: Berkley

Published: 1989

Total Pages: 420

ISBN-13: 9780425116470

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Startling and disturbing, this is an up-to-date look at today's high-tech rehearsals for war. Political scenarios, military strategies and frightening, true-to-life maneuvers--all the games played by today's leaders are here, based on information gained through the Freedom of Information Act.


Book Synopsis War Games by : Thomas B. Allen

Download or read book War Games written by Thomas B. Allen and published by Berkley. This book was released on 1989 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: Startling and disturbing, this is an up-to-date look at today's high-tech rehearsals for war. Political scenarios, military strategies and frightening, true-to-life maneuvers--all the games played by today's leaders are here, based on information gained through the Freedom of Information Act.


The War Game

The War Game

Author: Garry D. Brewer

Publisher:

Published: 1979

Total Pages: 416

ISBN-13:

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This book is a fascinating examination of a subject that has enormous consequences but few initiates--the system of military combat simulations and their advocates in defense establishments. The scope and importance of this field may be hinted at each spring during budget debates, but until now no one has made a full public inquiry into the military studies, the analysis system, and the people behind these obscure enterprises. How did war games come into vogue? Who designs the models that test and measure weapons capabilities--tests whose outcomes their supporters want to use to determine the allocation of millions of dollars, not to mention the deployment of U.S. armaments, around the globe? How are the potential uses of weapons studied when empirical testing is prohibitive or impossible? And what is the state of the war-gaming art and profession? These are but a few of the crucial questions addressed and answered in this work. The authors interviewed and observed war-gaming professionals in depth, exploring the extent and status of gaming in the defense community and examining these in terms of purpose, means of production, operations, uses, benefits, and costs. Consequently, their book is not simply an analysis but a portrait of the profession. As such, it will serve not only as a blueprint for necessary improvements in the military area but also as the catalyst for future work in diverse areas, since the problems of largescale models examined in a war-game context are now being experienced in such newer fields as energy policy and urban planning.


Book Synopsis The War Game by : Garry D. Brewer

Download or read book The War Game written by Garry D. Brewer and published by . This book was released on 1979 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a fascinating examination of a subject that has enormous consequences but few initiates--the system of military combat simulations and their advocates in defense establishments. The scope and importance of this field may be hinted at each spring during budget debates, but until now no one has made a full public inquiry into the military studies, the analysis system, and the people behind these obscure enterprises. How did war games come into vogue? Who designs the models that test and measure weapons capabilities--tests whose outcomes their supporters want to use to determine the allocation of millions of dollars, not to mention the deployment of U.S. armaments, around the globe? How are the potential uses of weapons studied when empirical testing is prohibitive or impossible? And what is the state of the war-gaming art and profession? These are but a few of the crucial questions addressed and answered in this work. The authors interviewed and observed war-gaming professionals in depth, exploring the extent and status of gaming in the defense community and examining these in terms of purpose, means of production, operations, uses, benefits, and costs. Consequently, their book is not simply an analysis but a portrait of the profession. As such, it will serve not only as a blueprint for necessary improvements in the military area but also as the catalyst for future work in diverse areas, since the problems of largescale models examined in a war-game context are now being experienced in such newer fields as energy policy and urban planning.


A Simplified War Game

A Simplified War Game

Author: Julius Adrian Friedrich Wilhelm von Verdy du Vernois

Publisher:

Published: 1897

Total Pages: 120

ISBN-13:

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Book Synopsis A Simplified War Game by : Julius Adrian Friedrich Wilhelm von Verdy du Vernois

Download or read book A Simplified War Game written by Julius Adrian Friedrich Wilhelm von Verdy du Vernois and published by . This book was released on 1897 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt:


The Complete Book of Wargames

The Complete Book of Wargames

Author: Jon Freeman

Publisher: Simon & Schuster

Published: 1980

Total Pages: 285

ISBN-13: 9780671253745

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Describes and evaluates in terms of presentation, rules, playability, realism, and complexity, wargames located in various ages and in real and imaginary lands


Book Synopsis The Complete Book of Wargames by : Jon Freeman

Download or read book The Complete Book of Wargames written by Jon Freeman and published by Simon & Schuster. This book was released on 1980 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: Describes and evaluates in terms of presentation, rules, playability, realism, and complexity, wargames located in various ages and in real and imaginary lands


Game Time

Game Time

Author: Christopher Hanson

Publisher: Indiana University Press

Published: 2018-03-08

Total Pages: 275

ISBN-13: 0253032830

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Pausing, slowing, rewinding, replaying, reactivating, reanimating . . . Has manipulating video game timelines altered our experience of time? “Compelling.” —Choice Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls “game time.” Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time. Features comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room. “The text is well-researched, and the introduction is an excellent, focused overview of video game studies.” —Choice


Book Synopsis Game Time by : Christopher Hanson

Download or read book Game Time written by Christopher Hanson and published by Indiana University Press. This book was released on 2018-03-08 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pausing, slowing, rewinding, replaying, reactivating, reanimating . . . Has manipulating video game timelines altered our experience of time? “Compelling.” —Choice Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls “game time.” Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time. Features comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room. “The text is well-researched, and the introduction is an excellent, focused overview of video game studies.” —Choice