![]() CONTENTS Editors’ Introduction Series Foreword xv xxxi Foreword: The Paper Time Machine Goes Electric xxxiii James F. Matthew dedicates this book to John Hill (1945–2015), designer of Squad Leader and many others. Z67 2016 | DDC 355.4/8-dc23 LC record available at 10 9 8 7 6 5 4 3 2 1 Pat dedicates this book to Richard “Screaming Boy” Smart (1970–2011), stalwart gaming friend, dearly missed. paper) Subjects: LCSH: War games-History. | Series: Game histories | Includes bibliographical references and index. Description: Cambridge, MA : The MIT Press, 2016. Title: Zones of control : perspectives on wargaming / Pat Harrigan and Matthew G. Library of Congress Cataloging-in-Publication Data Names: Harrigan, Pat, editor. Printed and bound in the United States of America. This book was set in Gentium Book Basic and Futura by Toppan Best-set Premedia Limited. ![]() No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. Kirschenbaum The MIT Press Cambridge, Massachusetts London, England © 2016 Massachusetts Institute of Technology All rights reserved. ZONES OF CONTROL Game Histories edited by Henry Lowood and Raiford Guins Debugging Game History: A Critical Lexicon, edited by Henry Lowood and Raiford Guins, 2016 Zones of Control: Perspectives on Wargaming, edited by Pat Harrigan and Matthew Kirschenbaum, 2016 ZONES OF CONTROL Perspectives on Wargaming edited by Pat Harrigan and Matthew G. 58 Civilian Casualties: Shifting Perspective in This War of Mine. 57 The Unfulfilled Promise of Digital Wargames. ![]() 55 How to Sell Wargames to the Non-Wargamer. 54 War, Mathematics, and Simulation: Drones and (Losing) Control of Battlespace. 53 War Re-Created: Twentieth-Century War Reenactors and the Private Event. 51 Total Global Domination: Games Workshop and Warhammer 40,000. 48 Tristram Shandy: Toby and Trim's Wargames and the Bowling Green. 46 Cultural Wargaming: Understanding Cross-Cultural Communications Using Wargames. 45 A Mighty Fortress is Our God: When Military Action Meets Religious Strife. 44 Irregular Wardare: The Kobayashi Maru of the Wargaming World. 43 Chess, Go, and Vietnam: Gaming Modern Insurgency. 42 Inhabited Models and Irregular Warfare Games: An Approach to Educational and Analytical Gaming at the US Department of Defense. 40 Model-Driven Military Wargame Design and Evaluation. 39 Struggling with Deep Play: Utilizing Twilight Struggle for Historical Inquiry. 38 The Amateur Designer: For Fun and Profit. 37 Simulation Literacy: The Case for Wargames in the History Classroom. 36 Lessons From the Hexagon: Wargames and the Military Historian. 34 Troubling the Magic Circle: Miniature War in Iraq. 32 The Ludic Science Club Crosses the Berezina. ![]() 30 Playing Defense: Gender, Just War, and Game Design. 28 Upending Militarized Masculinity in Spec Ops: The Line. 27 We the Soldiers: Player Complicity and Ethical Gameplay in Call of Duty: Modern Warfare. 25 Playing with Toy soldiers: Authenticity and Metagaming in World War I Video Games. 24 Modeling the Second Battle of Fallujah. 22 Wargaming Futures: Naturalizing the New American Way of War. 19 The Development and Application of the Real-Time Air Power Wargame Simulation Modern Air Power. 17 Goal-Driven Design and Napoleon's Triumph. 16 The Application of Statistical and Forensics Validations to Suimulation Modeling in Wargames. 15 Operations Research, Systems Analysis, and Wargaming: Riding the Cycle of Research. 14 A New Kind of History: The Culture of Wargame Scenario Design Communities. 13 The Paths of Glory Lead But to the Gambling Table. 12 Empire of the Sun: The Next Evolution of the Card-Driven Game Engine. 11 Combat Commander: Time to Throw Your Plan Away. 10 Design For Effect: The "Common Language" of Advanced Squad Leader. 8 War Engines: Wargames as Systems From th Tabletop to the Computer. 7 The "I" in Team: War and Comat in Tabletop Role-Playing Games. 5 The Wild Blue Yonger: Representing Air Warfaire in Games. 4 Fleet Admiral: Tracing One Element in The Evolution Of A Game Design. 3 The Fundamental Gap Between Tabletop Simulation Games and the "Truth". 1 A Game Out of All Proportions: How a Hobby Miniaturized War. Foreword: The Paper Time Machine Goes Electric.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |