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Zones of Control: Perspectives on Wargaming (Game Histories)

par Pat Harrigan

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532491,496 (4.19)1
Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on war-gaming's past, present, and future. In Zones of Control, contributors consider war-games played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially table-top games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophicated body of cultural work in which the the complexity of military conflict is represented in lucid systems and procedures. Topics include the history of playing at war; operations research and systems design; war-gaming and military history; war-gaming's ethics and politics; gaming irregular and non-kinetic warfare; and war-games as artistic practice.… (plus d'informations)
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There's a ton of good material in here, but also a fair amount of duds, particularly the more pomo essays. In-line citations remain absolute, illegible garbage. More than anything, though, this shows just how all-encompassing the term "wargame" can be. ( )
  goliathonline | Jul 7, 2020 |
It took a long time to finish this massive (over 800 pages and more than 50 chapters) and important work. For people who are involved in wargames, be they hobbyist, professional military, game designer, or merely curious, this is a fascinating look at the theory, history, and design aspects of wargames. It discusses both computer wargames (traditional videogames) and physical (hex and counter) wargames. Both popular (for consumers) and military (pretty much classified) are covered. It touches on reenactment and first person shooter games as well.

The chapters tend to be dense as there is a lot of information presented. Furthermore, that information made me think about it and the ramifications, so it is not a quick read. There are major names in wargame theory and design who have contributed. I wish the table of contents listed the contributors with their chapters, but if you expand the book description, you can find a list. Tetsuya Nakamura, Peter P. Perla, Thomas C. Schelling, Laurent Closier, and Philip Sabin are ones who wrote passages that I particularly enjoyed.

While I enjoyed the chapters on traditional wargames (as opposed to video/computer versions) the most, I can easily understand the ones on electronic versions. My friends who play such games tell me that those chapters are pretty standard in outlook. I found the outlook of some of the academics who study the people who play electronic wargames (as opposed to playing the games themselves for pleasure) to be predictable responses. However, the more theoretical chapters about design and theory of wargames more than made up for those less interesting to me. Also interesting were the ideas about using them in classrooms and how to market them to non-wargamers.

Who would like it? Anyone who enjoys wargames and the theory behind them. Game designers. Military wargamers. Historians who might be interested in military history. People who are involved in marketing wargames. It is well worth the time and effort to read it. It is a book I will long remember. ( )
  Jean_Sexton | Jun 17, 2016 |
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Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on war-gaming's past, present, and future. In Zones of Control, contributors consider war-games played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially table-top games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophicated body of cultural work in which the the complexity of military conflict is represented in lucid systems and procedures. Topics include the history of playing at war; operations research and systems design; war-gaming and military history; war-gaming's ethics and politics; gaming irregular and non-kinetic warfare; and war-games as artistic practice.

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