The word “wargames” might seem like a contradiction in terms. After all, the declaration “This is war” is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war? This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare? 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, offering a compact yet comprehensive look at how we play with images of war.
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.
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.
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.
Describes and evaluates in terms of presentation, rules, playability, realism, and complexity, wargames located in various ages and in real and imaginary lands
Based on a true story of World War II. For 12-year-old Petros, World War II feels unreal and far away.
This revised edition includes new material including a foreword by Paddy Griffith, the full version of the Lionel Tarr Modern Wargaming Rules (modern being for Wordl War II) and a timeline of wargaming.
When a young computer genius is able to tap into the American computerized defense system, he risks setting off a nuclear war
From Rwanda to Afghanistan, from Sudan to Iraq, this brilliantly written and at times blackly funny work of reportage shows how the humanitarian aid industry, the media and warmongers the...
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 ...