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© 2016 Massachusetts Institute of Technology All rights reserved. The MIT Press Cambridge, Massachusetts London, England ZONES OF CONTROL Perspectives on WargamingĮdited by Pat Harrigan and Matthew G.
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Foreword: The Paper Time Machine Goes Electric.ġ A Game Out of All Proportions: How a Hobby Miniaturized War.Ģ The History of Wargaming Project.ģ The Fundamental Gap Between Tabletop Simulation Games and the "Truth".Ĥ Fleet Admiral: Tracing One Element in The Evolution Of A Game Design.ĥ The Wild Blue Yonger: Representing Air Warfaire in Games.Ħ Historical Aesthetics in Mapmaking.ħ The "I" in Team: War and Comat in Tabletop Role-Playing Games.Ĩ War Engines: Wargames as Systems From th Tabletop to the Computer.ġ0 Design For Effect: The "Common Language" of Advanced Squad Leader.ġ1 Combat Commander: Time to Throw Your Plan Away.ġ2 Empire of the Sun: The Next Evolution of the Card-Driven Game Engine.ġ3 The Paths of Glory Lead But to the Gambling Table.ġ4 A New Kind of History: The Culture of Wargame Scenario Design Communities.ġ5 Operations Research, Systems Analysis, and Wargaming: Riding the Cycle of Research.ġ6 The Application of Statistical and Forensics Validations to Suimulation Modeling in Wargames.ġ7 Goal-Driven Design and Napoleon's Triumph.ġ8 Harpoon: An Original Serious Game.ġ9 The Development and Application of the Real-Time Air Power Wargame Simulation Modern Air Power.Ģ2 Wargaming Futures: Naturalizing the New American Way of War.Ģ3 Creating Persian Incursion.Ģ4 Modeling the Second Battle of Fallujah.Ģ5 Playing with Toy soldiers: Authenticity and Metagaming in World War I Video Games.Ģ7 We the Soldiers: Player Complicity and Ethical Gameplay in Call of Duty: Modern Warfare.Ģ8 Upending Militarized Masculinity in Spec Ops: The Line.Ģ9 Wargames as Writing Systems.ģ0 Playing Defense: Gender, Just War, and Game Design.ģ1 Debord's Nostalgic Algorithm.ģ2 The Ludic Science Club Crosses the Berezina.ģ4 Troubling the Magic Circle: Miniature War in Iraq.ģ5 Wargames as an Academic Instrument.ģ6 Lessons From the Hexagon: Wargames and the Military Historian.ģ7 Simulation Literacy: The Case for Wargames in the History Classroom.ģ8 The Amateur Designer: For Fun and Profit.ģ9 Struggling with Deep Play: Utilizing Twilight Struggle for Historical Inquiry.Ĥ0 Model-Driven Military Wargame Design and Evaluation.Ĥ2 Inhabited Models and Irregular Warfare Games: An Approach to Educational and Analytical Gaming at the US Department of Defense.Ĥ3 Chess, Go, and Vietnam: Gaming Modern Insurgency.Ĥ4 Irregular Wardare: The Kobayashi Maru of the Wargaming World.Ĥ5 A Mighty Fortress is Our God: When Military Action Meets Religious Strife.Ĥ6 Cultural Wargaming: Understanding Cross-Cultural Communications Using Wargames.Ĥ7 Wargaming (as) Literature.Ĥ8 Tristram Shandy: Toby and Trim's Wargames and the Bowling Green.Ĥ9 Third Reich and The Third Reich.ĥ0 How Star Fleet Battles Happened.ĥ1 Total Global Domination: Games Workshop and Warhammer 40,000.ĥ2 When the Drums Begin to Roll.ĥ3 War Re-Created: Twentieth-Century War Reenactors and the Private Event.ĥ4 War, Mathematics, and Simulation: Drones and (Losing) Control of Battlespace.ĥ5 How to Sell Wargames to the Non-Wargamer.ĥ6 Wargaming the Cyber Frontier.ĥ7 The Unfulfilled Promise of Digital Wargames.ĥ8 Civilian Casualties: Shifting Perspective in This War of Mine.ĥ9 Practicing a New Wargame.Īcknowledgments and Permissions.Įdited 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