Zones of control : Perspectives on Wargaming / edited by Pat Harrigan and Mathew G. Kirschenbaum.
Tipo de material: TextoSeries Game HistoriesDetalles de publicación: London : The MIT Press, 2016.Edición: 1st. edDescripción: 806 p. il. ; fotos byn ; figrsISBN:- 9780262033992
- 21 794.8 H297z 2016
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Libro Colección sala | Humanidades nivel 2 | 794.8 H297z 2016 1st.ed. (Navegar estantería(Abre debajo)) | c.1 | Disponible | 14420 | ||
Libro Colección General | Humanidades nivel 2 | 794.8 H297z 2016 1st.ed. (Navegar estantería(Abre debajo)) | c.2 | Disponible | 14421 |
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794.8 E57b 2022 2nd.ed. Building Blocks of Tabletop Game Design : An Encyclopedia of Mechanisms | 794.8 E57b 2022 2nd.ed. Building Blocks of Tabletop Game Design : An Encyclopedia of Mechanisms | 794.8 F971g 2014 3r.ed. Game Design Workshop : | 794.8 H297z 2016 1st.ed. Zones of control : | 794.8 H297z 2016 1st.ed. Zones of control : | 794.8 H515c 2017 1st.ed. The comic book story of video games : | 794.8 H515c 2017 1st.ed. The comic book story of video games : |
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Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. 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.
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