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.
The nation's computers show an imminent missile attack. Could this be it? This is the story, based on the successful movie "Wargames" of how one young computer freak sent the nation's defenses into turmoil and nearly caused World War III.
War Games: The Secret World of the Creators, Players, and Policy Makers Rehearsing World War III Today
War Games sheds light on the ways people actually make use of history in their daily lives and looks intensely into the meaning of war itself and how wars have become the heart of American history.
When a young computer genius is able to tap into the American computerized defense system, he risks setting off a nuclear war
These comparative studies focus on the relationship between war and games in an effort to achieve an understanding of the phenomenon of war, in order ultimately to avoid it.
Based on a true story of World War II. For 12-year-old Petros, World War II feels unreal and far away.
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, ...
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 ...
A special lavishly illustrated new edition of Michael Foreman's classic story.
Describes and evaluates in terms of presentation, rules, playability, realism, and complexity, wargames located in various ages and in real and imaginary lands