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这书之前也有人提到来着。没主题帖就补充一个介绍。
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 wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop 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 sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice.
机翻了一下: 军事题材游戏可以追溯到古代,但他们在很多的游戏和游戏历史的学术和商业文学中被忽略不计了。这本书填补了这一空白,对兵棋的过去,现在和未来提供了一组不同的观点。本书考虑了娱乐,教育和军用兵棋的设计,分析和历史元素。本书谈到的兵棋既有电子游戏,也有桌面游戏,其中大部分或基于特定的历史冲突或可识别的真实世界地缘政治。游戏设计师和玩家将发现设计和爱好文中经常缺少的历史和关键内容; 军事分析家将发现与游戏设计和人文科学的联系; 学术界将找到用有趣的系统和程序表达出军事冲突复杂性的相关文献和评论。每一个模块都由一篇学术性较强的总起型文章起头,其后是各种较短的分析和轶事。主题包括战争游戏的历史; 运筹学和系统设计; 战争和兵棋的历史; 战争的道德与政治; 推演不规则和非动态战争; 和兵棋的艺术性实践。
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