Author: John Curry
Publisher: Lulu.com
ISBN: 1409227960
Category : Technology & Engineering
Languages : en
Pages : 165
Book Description
Verdy's 1876 Free Kriegspiel launched a new generation of wargames. Using minimal rules and tables, the game aimed to produce realistic games based on military reality as decided by the umpire.This edition includes the Victorian Army's 1896 War Game Kriegspiel rules.
Verdy's Free Kriegspiel Including the Victorian Army's 1896 War Game
Donald Featherstone's Naval War Games Wargaming with Model Ships
Author: John Curry
Publisher: Lulu.com
ISBN: 1409249484
Category : History
Languages : en
Pages : 262
Book Description
This book gives potential admirals advice on how to fight their table-top naval battles. No space is too small, nor area too large to accomodate a naval wargame with two contestants or twenty. This book contains rules that allow every sea battle in history to be refought with some of the classic rules of naval wargaming. It includes rules by Fletcher Pratt, Fred Jane, Tony Bath, Jack Scruby etc... This edition includes a new set of rules about Coastal Warfare 1939-45 by David Manley of the Naval Wargames Society
Publisher: Lulu.com
ISBN: 1409249484
Category : History
Languages : en
Pages : 262
Book Description
This book gives potential admirals advice on how to fight their table-top naval battles. No space is too small, nor area too large to accomodate a naval wargame with two contestants or twenty. This book contains rules that allow every sea battle in history to be refought with some of the classic rules of naval wargaming. It includes rules by Fletcher Pratt, Fred Jane, Tony Bath, Jack Scruby etc... This edition includes a new set of rules about Coastal Warfare 1939-45 by David Manley of the Naval Wargames Society
The Fred Jane Naval War Game (1906) Including the Royal Navy's Wargaming Rules (1921)
Author: John Curry
Publisher: Lulu.com
ISBN: 1409244091
Category : Technology & Engineering
Languages : en
Pages : 213
Book Description
RULES FOR THE JANE NAVAL WAR GAME A SEA KRIEGSPIEL SIMULATING ALL THE MOVEMENTS AND EVOLUTIONS OF EVERY INDIVIDUAL TYPE OF MODERN WARSHIP, AND THE PROPORTIONATE EFFECT OF EVERY SORT OF GUN AND PROJECTILE. PART I. TACTICAL PART II. STRATEGICAL INVENTED BY FRED T. JANE AUTHOR OF "ALL THE WORLD'S FIGHTING SHIPS," ETC., ETC. This edition includes: Introduction to the rules Background to the Jane War Game Fast-play summary of the sules The original 1906 rules The Royal Navy 1921 War Game Rules The complete book, 'Your Navy as a Fighting Machine' by Fred T Jane (1914) Printed as part of the History of Wargaming Project www.johncurryevents.co.uk
Publisher: Lulu.com
ISBN: 1409244091
Category : Technology & Engineering
Languages : en
Pages : 213
Book Description
RULES FOR THE JANE NAVAL WAR GAME A SEA KRIEGSPIEL SIMULATING ALL THE MOVEMENTS AND EVOLUTIONS OF EVERY INDIVIDUAL TYPE OF MODERN WARSHIP, AND THE PROPORTIONATE EFFECT OF EVERY SORT OF GUN AND PROJECTILE. PART I. TACTICAL PART II. STRATEGICAL INVENTED BY FRED T. JANE AUTHOR OF "ALL THE WORLD'S FIGHTING SHIPS," ETC., ETC. This edition includes: Introduction to the rules Background to the Jane War Game Fast-play summary of the sules The original 1906 rules The Royal Navy 1921 War Game Rules The complete book, 'Your Navy as a Fighting Machine' by Fred T Jane (1914) Printed as part of the History of Wargaming Project www.johncurryevents.co.uk
Zones of Control
Author: Pat Harrigan
Publisher: MIT Press
ISBN: 0262033992
Category : Games & Activities
Languages : en
Pages : 845
Book Description
Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. 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 wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop 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 sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong
Publisher: MIT Press
ISBN: 0262033992
Category : Games & Activities
Languages : en
Pages : 845
Book Description
Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. 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 wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop 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 sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong
Tacspiel - The American Army's Wargaming Rules for Vietnam
Author:
Publisher: Lulu.com
ISBN: 1409222284
Category :
Languages : en
Pages : 90
Book Description
Publisher: Lulu.com
ISBN: 1409222284
Category :
Languages : en
Pages : 90
Book Description
Handbook of Research on Serious Games as Educational, Business and Research Tools
Author: Cruz-Cunha, Maria Manuela
Publisher: IGI Global
ISBN: 1466601507
Category : Education
Languages : en
Pages : 1434
Book Description
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
Publisher: IGI Global
ISBN: 1466601507
Category : Education
Languages : en
Pages : 1434
Book Description
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
A Simplified War Game
Author: Julius Adrian Friedrich Wilhelm von Verdy du Vernois
Publisher:
ISBN:
Category : War games
Languages : en
Pages : 120
Book Description
Publisher:
ISBN:
Category : War games
Languages : en
Pages : 120
Book Description
The Culture of the Copy
Author: Hillel Schwartz
Publisher: MIT Press
ISBN: 1935408453
Category : History
Languages : en
Pages : 473
Book Description
A novel attempt to make sense of our preoccupation with copies of all kinds—from counterfeits to instant replay, from parrots to photocopies. The Culture of the Copy is a novel attempt to make sense of the Western fascination with replicas, duplicates, and twins. In a work that is breathtaking in its synthetic and critical achievements, Hillel Schwartz charts the repercussions of our entanglement with copies of all kinds, whose presence alternately sustains and overwhelms us. This updated edition takes notice of recent shifts in thought with regard to such issues as biological cloning, conjoined twins, copyright, digital reproduction, and multiple personality disorder. At once abbreviated and refined, it will be of interest to anyone concerned with problems of authenticity, identity, and originality. Through intriguing, and at times humorous, historical analysis and case studies in contemporary culture, Schwartz investigates a stunning array of simulacra: counterfeits, decoys, mannequins, and portraits; ditto marks, genetic cloning, war games, and camouflage; instant replays, digital imaging, parrots, and photocopies; wax museums, apes, and art forgeries—not to mention the very notion of the Real McCoy. Working through a range of theories on biological, mechanical, and electronic reproduction, Schwartz questions the modern esteem for authenticity and uniqueness. The Culture of the Copy shows how the ethical dilemmas central to so many fields of endeavor have become inseparable from our pursuit of copies—of the natural world, of our own creations, indeed of our very selves. The book is an innovative blend of microsociology, cultural history, and philosophical reflection, of interest to anyone concerned with problems of authenticity, identity, and originality. Praise for the first edition “[T]he author... brings his considerable synthetic powers to bear on our uneasy preoccupation with doubles, likenesses, facsimiles, replicas and re-enactments. I doubt that these cultural phenomena have ever been more comprehensively or more creatively chronicled.... [A] book that gets you to see the world anew, again.” —The New York Times “A sprightly and disconcerting piece of cultural history” —Terence Hawkes, London Review of Books “In The Culture of the Copy, [Schwartz] has written the perfect book: original and repetitive at once.” —Todd Gitlin, Los Angeles Times Book Review
Publisher: MIT Press
ISBN: 1935408453
Category : History
Languages : en
Pages : 473
Book Description
A novel attempt to make sense of our preoccupation with copies of all kinds—from counterfeits to instant replay, from parrots to photocopies. The Culture of the Copy is a novel attempt to make sense of the Western fascination with replicas, duplicates, and twins. In a work that is breathtaking in its synthetic and critical achievements, Hillel Schwartz charts the repercussions of our entanglement with copies of all kinds, whose presence alternately sustains and overwhelms us. This updated edition takes notice of recent shifts in thought with regard to such issues as biological cloning, conjoined twins, copyright, digital reproduction, and multiple personality disorder. At once abbreviated and refined, it will be of interest to anyone concerned with problems of authenticity, identity, and originality. Through intriguing, and at times humorous, historical analysis and case studies in contemporary culture, Schwartz investigates a stunning array of simulacra: counterfeits, decoys, mannequins, and portraits; ditto marks, genetic cloning, war games, and camouflage; instant replays, digital imaging, parrots, and photocopies; wax museums, apes, and art forgeries—not to mention the very notion of the Real McCoy. Working through a range of theories on biological, mechanical, and electronic reproduction, Schwartz questions the modern esteem for authenticity and uniqueness. The Culture of the Copy shows how the ethical dilemmas central to so many fields of endeavor have become inseparable from our pursuit of copies—of the natural world, of our own creations, indeed of our very selves. The book is an innovative blend of microsociology, cultural history, and philosophical reflection, of interest to anyone concerned with problems of authenticity, identity, and originality. Praise for the first edition “[T]he author... brings his considerable synthetic powers to bear on our uneasy preoccupation with doubles, likenesses, facsimiles, replicas and re-enactments. I doubt that these cultural phenomena have ever been more comprehensively or more creatively chronicled.... [A] book that gets you to see the world anew, again.” —The New York Times “A sprightly and disconcerting piece of cultural history” —Terence Hawkes, London Review of Books “In The Culture of the Copy, [Schwartz] has written the perfect book: original and repetitive at once.” —Todd Gitlin, Los Angeles Times Book Review
The Art of Wargaming
Author: Peter P. Perla
Publisher: US Naval Institute Press
ISBN: 9780870210501
Category : War Games
Languages : en
Pages : 0
Book Description
The author discusses fundamental principles and techniques governing the design and use of war games.
Publisher: US Naval Institute Press
ISBN: 9780870210501
Category : War Games
Languages : en
Pages : 0
Book Description
The author discusses fundamental principles and techniques governing the design and use of war games.
Class Wargames
Author: Richard Barbrook
Publisher:
ISBN: 9781570272936
Category : Performance art
Languages : en
Pages : 0
Book Description
Why should radicals be interested in playing wargames? Surely the Left can have no interest in such militarist fantasies? Yet, Guy Debord - the leader of the Situationist International - placed such importance on his invention of The Game of War described it as his most significant of his accomplishment. Intrigued by this claim, a multinational group of artists, activists and academics formed Class Wargames to investigate the political and strategic lessons that could be learnt from playing his ludic experiment. While the ideas of the Situationists continue to be highly influential in the development of subversive art and politics, relatively little attention has been paid to their strategic orientation. Determined to correct this deficiency, Class Wargames is committed to exploring how Debord used the metaphor of the Napoleonic battlefield to propagate a Situationist analysis of modern culture and politics. Inspired by his example its members have also hacked other military simulations: H.G. Wells' Little Wars; Chris Peers' Reds versus Reds and Richard Borg's Commands & Colors. Playing wargames is not a diversion from politics: it is the training ground of tomorrow's communist insurgents. Fusing together historical research on avant-garde artists, political revolutionaries and military theorists with narratives of five years of public performances, Class Wargames provides a strategic and tactical manual for subverting the economic, political and ideological hierarchies of early-21st century neoliberal capitalism. The knowledge required to create a truly human civilisation is there to be discovered on the game board!
Publisher:
ISBN: 9781570272936
Category : Performance art
Languages : en
Pages : 0
Book Description
Why should radicals be interested in playing wargames? Surely the Left can have no interest in such militarist fantasies? Yet, Guy Debord - the leader of the Situationist International - placed such importance on his invention of The Game of War described it as his most significant of his accomplishment. Intrigued by this claim, a multinational group of artists, activists and academics formed Class Wargames to investigate the political and strategic lessons that could be learnt from playing his ludic experiment. While the ideas of the Situationists continue to be highly influential in the development of subversive art and politics, relatively little attention has been paid to their strategic orientation. Determined to correct this deficiency, Class Wargames is committed to exploring how Debord used the metaphor of the Napoleonic battlefield to propagate a Situationist analysis of modern culture and politics. Inspired by his example its members have also hacked other military simulations: H.G. Wells' Little Wars; Chris Peers' Reds versus Reds and Richard Borg's Commands & Colors. Playing wargames is not a diversion from politics: it is the training ground of tomorrow's communist insurgents. Fusing together historical research on avant-garde artists, political revolutionaries and military theorists with narratives of five years of public performances, Class Wargames provides a strategic and tactical manual for subverting the economic, political and ideological hierarchies of early-21st century neoliberal capitalism. The knowledge required to create a truly human civilisation is there to be discovered on the game board!