War Games

War Games
Author: David Bischoff
Publisher: Puffin
Total Pages: 224
Release: 1983-08-01
Genre: Computers
ISBN: 9780140317015

Deep in the control room the nation's chiefs watch with alarm as their computers show imminent missile attack. Could this be it? Or is the truth funnier, though almost as alarming.Romanen er baseret på den succesrige film "WarGames" om, hvordan en und computer hacker sætter nationens forsvar i alarmberedskab.

The Game of War

The Game of War
Author: Andrew Hussey
Publisher: Vintage
Total Pages: 444
Release: 2002
Genre: Art
ISBN:

Since his death in 1994 (when he put a bullet through his heart in his lonely farmhouse) Guy Debord has been hailed as one of the key thinkers of the age. In Britain and the United States, his theories on the 'spectacle' of modern life were simultaneously hailed as deadly truths by underground subversives and accorded the highest academic prestige. In the same way, the Situationist International (SI), a volatile group of artists, revolutionaries and intellectuals which he led through the 1950s and 1960s, is considered to be the most important art movement since Dada and the Surrealists. Debord himself was a welter of contradictions, whose public life was entirely predicated upon the singlemindedness of his revolutionary intentions, but who privately sought oblivion in infamy, exile and alcoholism. Implicated in the events of May 1968, Italian terrorism and the murder of his friends, and under surveillance by the French secret police for over a decade, he mixed in elite art, business and political circles, and has had admirers and devotees of all political colours and ranks. This biography is an appraisal of a lone and defiant figure whose story follows and, at one historic moment in 1968, appears to lead the drift of art and politics in post-war Paris. 'It could almost be believed that I was the only person to have loved Paris,' Debord said. Then, almost with a shrug, 'but no one has twice raised Paris to revolt.'

War Game

War Game
Author: Michael Foreman
Publisher: Pavilion Children's
Total Pages: 0
Release: 2006-10-23
Genre: Young Adult Nonfiction
ISBN: 9781843650898

A special lavishly illustrated new edition of Michael Foreman's classic story. It's 1914 when everything changes for a group of bys growing up and playing football in the Suffolk countryside. Far away, in a place called Sarajevo, an Archduke has been killed and a web of global events results in a call for all British men to do their duty 'for King and Country' and join the army to fight the germans overseas. The boys sign up for what sounds like an adventure and a chance to see the world. After basic training the boys sail to France where they find themselves fighting on the front line. Living in the trenches in constant fear for their lives is nothing like they expected and only a bombed-out wasteland, no-man's-land, separates their trences from those of their German enemies. Then, on Christmas Day, something remarkable happens as the German and British armies stop fighting and meet in the middle of no-man's-land. The enemies talk, play football and become friends. But the war isn't over, the two sides resume fighting and the group of Suffolk lads are ordered to charge across no-man's-land...

The War on Football

The War on Football
Author: Daniel Flynn
Publisher: Regnery Publishing
Total Pages: 258
Release: 2013-08-19
Genre: Sports & Recreation
ISBN: 1621571556

We've all been hearing rumors about sacking America's beloved game of football—and it's time someone spoke out against the witch hunt. In The War on Football: Saving America's Game, Dan Flynn debunks the haters and tells us why America needs football.

War Is Not a Game

War Is Not a Game
Author: Nan Levinson
Publisher: Rutgers University Press
Total Pages: 376
Release: 2014-11-10
Genre: History
ISBN: 0813574552

On July 23, 2004, five marines, two soldiers, and one airman became the most unlikely of antiwar activists. Young and gung-ho when they first signed up to defend their country, they were sent to fight a war that left them confused, enraged, and haunted. Once they returned home, they became determined to put their disillusionment to use. So that sultry summer evening, they mounted the stage of Boston’s historic Faneuil Hall and announced the launch of Iraq Veterans Against the War. War Is Not a Game tells the story of this new soldiers’ antiwar movement, showing why it was born, how it quickly grew, where it has struggled, what it accomplished, and how it continues to resonate in the national conversation about our military and our wars. Nan Levinson reveals the individuals behind the movement, painting an unforgettable portrait of these working-class veterans who refused to be seen as simply tragic victims or battlefront heroes and instead banded together to become leaders of a national organization. Written with sensitivity and humor, War Is Not a Game gives readers an uncensored, grunt’s-eye view of the occupations in Iraq and Afghanistan, while conveying the equally dramatic struggles that soldiers face upon returning home. Demanding to be seen neither simply as tragic victims nor as battlefront heroes, the Iraq Veterans Against the War have worked to shape the national conversation. This book celebrates their bravery, showing that sometimes the most vital battles take place on the home front.

Playing War

Playing War
Author: Matthew Thomas Payne
Publisher: NYU Press
Total Pages: 284
Release: 2016-04-05
Genre: Social Science
ISBN: 1479895105

Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.

War Games

War Games
Author: Philipp Von Hilgers
Publisher: MIT Press
Total Pages: 235
Release: 2012-03-16
Genre: Technology & Engineering
ISBN: 0262300370

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.

Wartime Basketball

Wartime Basketball
Author: Douglas Stark
Publisher: U of Nebraska Press
Total Pages: 380
Release: 2016-05
Genre: History
ISBN: 0803286937

Wartime Basketball tells the story of basketball’s survival and development during World War II and how those years profoundly affected the game’s growth after the war. Prior to World War II, basketball—professional and collegiate—was largely a regional game, with different styles played throughout the country. Among its many impacts on home-front life, the war forced pro and amateur leagues to contract and combine rosters to stay competitive. At the same time, the U.S. military created base teams made up of top players who found themselves in uniform. The war created the opportunity for players from different parts of the country to play with and against each other. As a result, a more consistent form of basketball began to take shape. The rising popularity of the professional game led to the formation of the World Professional Basketball Tournament (WPBT) in 1939. The original March Madness, the WPBT was played in Chicago for ten years and allowed professional, amateur, barnstorming, and independent teams to compete in a round-robin tournament. The WPBT included all-black and integrated teams in the first instance where all-black teams could compete for a “world series of basketball” against white teams. Wartime Basketball describes how the WPBT paved the way for the National Basketball League to integrate in December 1942, five years before Jackie Robinson broke the color barrier in baseball. Weaving stories from the court into wartime and home-front culture like a finely threaded bounce pass, Wartime Basketball sheds light on important developments in the sport’s history that have been largely overlooked.

Game Theory 101: the Rationality of War

Game Theory 101: the Rationality of War
Author: William Spaniel
Publisher:
Total Pages: 198
Release: 2014-08-06
Genre:
ISBN: 9781500685652

William Spaniel, author of Game Theory 101: The Complete Textbook, returns with a compelling exploration of the origins of war. Using the same crystal clear logic of the Game Theory 101 series, he investigates important questions about war, including: Can two perfectly intelligent, perfectly unbiased leaders still send their countries to war with each other? Why has Iran taken its nuclear program underground (literally)? Why did the United States--the clear victors of the Spanish-American War--nevertheless write a check for more than $500 million to make Spain surrender? Why do most interstate wars end in peaceful compromise and not the military defeat of one side? Why do virtually all civil wars end the opposite way, and what makes the few peacefully settled civil wars different from the rest? How do nuclear weapons--humanity's deadliest creations--paradoxically keep the peace? Why is war the worst possible outcome of a crisis negotiation? What is the difference between preventive and preemptive war, and why on earth does the media use these terms interchangeably? Why are states as trustworthy as poker players at the bargaining table? Why do states willingly pick fights with stronger opponents and yet pacify weaker opponents? William Spaniel answers these questions by constructing game theoretical models of crisis bargaining. Fully illustrated, with more than 100 images, The Rationality of War will make you rethink everything you "know" about political violence. As consumers and producers of war, it is a must read for any citizen of a liberal democracy.

Paddy Griffith's Game of War

Paddy Griffith's Game of War
Author: John Curry
Publisher: Independently Published
Total Pages: 232
Release: 2021-09-07
Genre:
ISBN:

Paddy Griffith was a key figure in development of operational and tactical military history, as well as the professional and hobby wargaming. As a senior lecturer at the Royal Military Academy (1973-89) his use of wargames made significant input into strategic decisions at the height of the Cold War. He also applied wargaming as a tool to assist his research into military history, as well as for teaching. This book captures some of the key points of the development of his ideas and innovations in wargaming, such as contributing to the Wargamer's Newsletter, to the launch of Wargames Developments in 1980 and his correspondence with some of the key figures in wargaming. Included in this book are chapters on: Gaming World War III: Paddy's Greatest Legacy The relationship between Donald Featherstone and Paddy Griffith The Game of War, Wargaming for TV Roleplaying the Experience of Combat: Men Against Fire Naval Wargaming: Hunt the Bismarck Monkey Orange Solo Game- The tame that got him barred from Salute The Taiwan Crisis Game: The Game that Almost Became an International Incident Paddy Griffith was at times a controversial character, but no-one can challenge the fact he made a significant impact in the development of study of military history and wargaming. This book is a summary of that contribution.