Author: Barrie G. James
Publisher: Taylor & Francis
ISBN: 9780856264412
Category : Business & Economics
Languages : en
Pages : 256
Book Description
First Published in 1985. Routledge is an imprint of Taylor & Francis, an informa company.
Business Wargames
Author: Barrie G. James
Publisher: Taylor & Francis
ISBN: 9780856264412
Category : Business & Economics
Languages : en
Pages : 256
Book Description
First Published in 1985. Routledge is an imprint of Taylor & Francis, an informa company.
Publisher: Taylor & Francis
ISBN: 9780856264412
Category : Business & Economics
Languages : en
Pages : 256
Book Description
First Published in 1985. Routledge is an imprint of Taylor & Francis, an informa company.
Business War Games
Author: Benjamin Gilad
Publisher: Red Wheel/Weiser
ISBN: 1601638922
Category : Business & Economics
Languages : en
Pages : 203
Book Description
In a global, complex, and competitive world, developing a plan without testing it against market reaction is like walking blind into a minefield. War gaming is a metal detector for a company. Yet war games run by the large consulting firms are kept secret and cost millions. For the first time, this book makes them accessible to every product and brand manager, every project leader, every marketing professional, and every planner, no matter how small or large the company. Business War Games will show you in steps and practical detail: How to decide if war gaming is right for you Which decisions call for war gaming How to prepare, organize, and run a realistic and inexpensive war game How to predict competitor moves with accuracy and little information Why you do not need computers, consultants, software, or a PhD in math to do it well This book is your bible of how to stay one step ahead of your competitors. Do not leave home without it.
Publisher: Red Wheel/Weiser
ISBN: 1601638922
Category : Business & Economics
Languages : en
Pages : 203
Book Description
In a global, complex, and competitive world, developing a plan without testing it against market reaction is like walking blind into a minefield. War gaming is a metal detector for a company. Yet war games run by the large consulting firms are kept secret and cost millions. For the first time, this book makes them accessible to every product and brand manager, every project leader, every marketing professional, and every planner, no matter how small or large the company. Business War Games will show you in steps and practical detail: How to decide if war gaming is right for you Which decisions call for war gaming How to prepare, organize, and run a realistic and inexpensive war game How to predict competitor moves with accuracy and little information Why you do not need computers, consultants, software, or a PhD in math to do it well This book is your bible of how to stay one step ahead of your competitors. Do not leave home without it.
Business Wargaming
Author: Daniel F. Oriesek
Publisher: CRC Press
ISBN: 1317170415
Category : Business & Economics
Languages : en
Pages : 153
Book Description
Industry consolidation, mergers, changes to business models, the emergence of new threats all require managers to understand highly complex situations, assess risk and opportunity and make informed decisions. How can senior managers do this effectively when so often they are wrestling with brand new scenarios? One of the emerging solutions is business wargaming. Daniel F. Oriesek and Jan Oliver Schwarz provide the first comprehensive look at wargaming as a business tool in a book that explores the anatomy and success factors of a typical wargame. The authors explain how and when wargaming can be used to test strategies, plan and prepare for crises, manage change or increase your organization's ability to anticipate and adapt for the future. Creating imaginative and credible scenarios, and testing them against smart opponents who are eager to find holes and counter your strategy, allows you to learn about a plan or a new venture in the security of the conference room rather than learning the hard way when you go live. Business wargames are sophisticated but they are also very demanding in terms of time and resources. Business Wargaming: Securing Corporate Value will enable you to assess the potential value of the technique for your own organization, to understand what you will be committing to and develop an informed business case and brief for working with the organization that will facilitate the game.
Publisher: CRC Press
ISBN: 1317170415
Category : Business & Economics
Languages : en
Pages : 153
Book Description
Industry consolidation, mergers, changes to business models, the emergence of new threats all require managers to understand highly complex situations, assess risk and opportunity and make informed decisions. How can senior managers do this effectively when so often they are wrestling with brand new scenarios? One of the emerging solutions is business wargaming. Daniel F. Oriesek and Jan Oliver Schwarz provide the first comprehensive look at wargaming as a business tool in a book that explores the anatomy and success factors of a typical wargame. The authors explain how and when wargaming can be used to test strategies, plan and prepare for crises, manage change or increase your organization's ability to anticipate and adapt for the future. Creating imaginative and credible scenarios, and testing them against smart opponents who are eager to find holes and counter your strategy, allows you to learn about a plan or a new venture in the security of the conference room rather than learning the hard way when you go live. Business wargames are sophisticated but they are also very demanding in terms of time and resources. Business Wargaming: Securing Corporate Value will enable you to assess the potential value of the technique for your own organization, to understand what you will be committing to and develop an informed business case and brief for working with the organization that will facilitate the game.
War Games
Author: Philipp Von Hilgers
Publisher: MIT Press
ISBN: 0262300370
Category : Technology & Engineering
Languages : en
Pages : 235
Book Description
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.
Publisher: MIT Press
ISBN: 0262300370
Category : Technology & Engineering
Languages : en
Pages : 235
Book Description
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.
Business Wargaming for Mergers & Acquisitions
Author: Jan-Philipp Büchler
Publisher: Springer Nature
ISBN: 3658384980
Category : Business & Economics
Languages : en
Pages : 54
Book Description
Based on a systematic description of possible applications and case studies in the acquisition process, the essential offers a practice-oriented introduction to business wargaming. The high degree of integration of business wargaming with classic strategy instruments from the strategy process is made clear. On this basis, the author describes the development of strategy-compliant acquisition projects that consistently contribute to the achievement of objectives. Readers receive valuable advice for the individual conception of business wargames for strategic, tactical and operational questions from the development of the M&A strategy to post-merger integration
Publisher: Springer Nature
ISBN: 3658384980
Category : Business & Economics
Languages : en
Pages : 54
Book Description
Based on a systematic description of possible applications and case studies in the acquisition process, the essential offers a practice-oriented introduction to business wargaming. The high degree of integration of business wargaming with classic strategy instruments from the strategy process is made clear. On this basis, the author describes the development of strategy-compliant acquisition projects that consistently contribute to the achievement of objectives. Readers receive valuable advice for the individual conception of business wargames for strategic, tactical and operational questions from the development of the M&A strategy to post-merger integration
Methods and Tools for Creative Competitive Intelligence
Author: Stéphane Goria
Publisher: John Wiley & Sons
ISBN: 1119427517
Category : Social Science
Languages : en
Pages : 197
Book Description
"Creative competitive intelligence" is an information-seeking and monitoring activity of an information environment for the purpose of creativity and innovation. It involves the process leading up to the development of an informational supply adapted to the inspiration of creative or innovative personnel. This dynamic aims for the recognition of novelties (ideas, products, technologies, etc.), the identification of new players in the world of creation and innovation, and the identification of forgotten or neglected developmental paths. This book is aimed at readers who already have some experience of innovation and who are now looking for new ways to discover new products under development, anticipate the design of future products, identify unexplored tracks of inventions, develop and analyze innovation strategies, or recognize the emergence of budding artists.
Publisher: John Wiley & Sons
ISBN: 1119427517
Category : Social Science
Languages : en
Pages : 197
Book Description
"Creative competitive intelligence" is an information-seeking and monitoring activity of an information environment for the purpose of creativity and innovation. It involves the process leading up to the development of an informational supply adapted to the inspiration of creative or innovative personnel. This dynamic aims for the recognition of novelties (ideas, products, technologies, etc.), the identification of new players in the world of creation and innovation, and the identification of forgotten or neglected developmental paths. This book is aimed at readers who already have some experience of innovation and who are now looking for new ways to discover new products under development, anticipate the design of future products, identify unexplored tracks of inventions, develop and analyze innovation strategies, or recognize the emergence of budding artists.
The Magic Circle: Principles of Gaming & Simulation
Author: Jan H.G. Klabbers
Publisher: BRILL
ISBN: 9087903103
Category : Education
Languages : en
Pages : 398
Book Description
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.
Publisher: BRILL
ISBN: 9087903103
Category : Education
Languages : en
Pages : 398
Book Description
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.
The Mercyhurst College Institute of Intelligence Studies Wikipedia Project
Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 163
Book Description
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 163
Book Description
ECCWS 2023 22nd European Conference on Cyber Warfare and Security
Author: Antonios Andreatos
Publisher: Academic Conferences and publishing limited
ISBN: 1914587707
Category : Language Arts & Disciplines
Languages : en
Pages : 756
Book Description
Publisher: Academic Conferences and publishing limited
ISBN: 1914587707
Category : Language Arts & Disciplines
Languages : en
Pages : 756
Book Description
Strategic Foresight
Author: Jan Oliver Schwarz
Publisher: Taylor & Francis
ISBN: 1000895580
Category : Business & Economics
Languages : en
Pages : 152
Book Description
Organisations today are being challenged to make sense of changes in environments that, now more than ever, are described as VUCA (volatile, uncertain, complex, and ambiguous). They are also being driven to understand how the future will evolve and what impact it will have not only on the organisations themselves but also on industries and societies. In recent decades a field has emerged to support organisations in addressing these challenges: strategic foresight. This book is a comprehensive introduction to strategic foresight. It presents a history of the field and explains the main principles in thinking about the future. The book describes how organisations can apply strategic foresight and explains how it relates to other fields such as strategy, innovation, and leadership, highlighting the relevance of strategic foresight not only for organisations but also for individuals, particularly managers and leaders. Grounded in the theoretical foundations of strategic foresight, the book reflects the latest academic research and explores practical applications in different contexts. It draws on more than two decades of experience that the author has in the field as a researcher and as a consultant in the corporate context. This is essential reading for managers and leaders of public and private organisations who want to establish strategic foresight practices, as well as students of foresight and managers in the fields of innovation, research & development, and marketing.
Publisher: Taylor & Francis
ISBN: 1000895580
Category : Business & Economics
Languages : en
Pages : 152
Book Description
Organisations today are being challenged to make sense of changes in environments that, now more than ever, are described as VUCA (volatile, uncertain, complex, and ambiguous). They are also being driven to understand how the future will evolve and what impact it will have not only on the organisations themselves but also on industries and societies. In recent decades a field has emerged to support organisations in addressing these challenges: strategic foresight. This book is a comprehensive introduction to strategic foresight. It presents a history of the field and explains the main principles in thinking about the future. The book describes how organisations can apply strategic foresight and explains how it relates to other fields such as strategy, innovation, and leadership, highlighting the relevance of strategic foresight not only for organisations but also for individuals, particularly managers and leaders. Grounded in the theoretical foundations of strategic foresight, the book reflects the latest academic research and explores practical applications in different contexts. It draws on more than two decades of experience that the author has in the field as a researcher and as a consultant in the corporate context. This is essential reading for managers and leaders of public and private organisations who want to establish strategic foresight practices, as well as students of foresight and managers in the fields of innovation, research & development, and marketing.