A Brief History of Wargaming
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putting an interview with the Garriott Games Lost My Emotion” the “Gaming at Keep up the good work. brothers, an article from newcomer Nick the Margins” series and even “The Play Bousfield about an old adventure game, Is the Thing,” you described the need for A loyal reader, Originally, this week’s issue was The Last Express and an article from games that show the consequences of Nathan Jeles supposed to be “Gaming’s Young Turks Greg Costikyan sharing the roots of our actions, and allow us to make and Slavs,” an issue about the rise of games, all in the same issue. I’ll look decisions that will affect the outcome of To the Editor: First, let’s get the usual gaming in Eastern Europe, both in forward to your comments on The Lounge. the game. In our society there are fewer pleasantries dispensed with. I love the development and in playerbase. I and fewer people willing to take magazine, read it every week, enjoy received several article pitches on the Cheers, responsibility for their actions or believe thinking about the issues it throws up, topic and the issue was nearly full. And that their actions have no consequences. and love that other people think games then flu season hit. And then allergies Many of these people are in the marketing are more than they may first appear. hit. All but one of my writers for this issue demographic for video games. It is great has fallen prey to flu, allergies or a minor to see a group of people who are interested There’s one game, one, that has made bout of forgetfulness. -
4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture. -
The Role of Wargames in the Development of Game Design
The role of wargames in the development of game design Luiz Cláudio S. Duarte∗ Thiago Schaedler Uhlmann2 1PUCPR Figure 1: Playing Second Front: Sicily in 1943. Abstract ical representation of information. During the third quarter of the XX century, board wargames led the way in innovation in game design. Although small 1 Playing at war in comparison with present-day digital games industry, the Games are probably older than civilization [15]; however, as wargames industry was far from inconsequential, and several far as we know, game designers are a much younger breed. leading digital game designers started their careers playing Indeed, it is only from the 17th century onwards that we can or creating board wargames. Even the term “game designer” identify any game authors at all, such as Sir John Suckling was first used about the creators of board wargames. Noneof (Cribbage, 1630) [18] or John Jefferys (A Journey Through Eu- the information in this paper is new or unknown. However, rope, 1759). [6] But they did not think of themselves as game we believe that, as in any other human endeavour, game designers; even George S. Parker, founder and lead game designers can benefit from knowing some of the history from designer of the former Parker Brothers game company, did their field. Accordingly, in this paper we present some in- not identify himself as such during his lifetime (1866–1952). formation on board wargames, with special attention to the [16] influential role played by Redmond A. Simonsen, a graphic This comes as no surprise, since the concept of design as designer. -
103 Email: Email: [email protected] Johnthepot [email protected]
AHIKS Europe Despatch Issue 10-3, November 2004 Secretary’s soapbox little spare time. I'll just have Chris Geggus to win the Lottery! Chris Geggus As we head toward the festive Swan Con is coming up in season (at time of writing), I March (see ad elsewhere in wonder how many this issue) and, once again, boardgames will be appear- highly recommended. Not the ing in Christmas stockings greatest culinary experience this year. To a degree you will ever have, but a good boardgames have been tradi- friendly weekend. For anyone tional fare for many young- who is nervous of trying their sters and some adults over first AHIKS weekend, just pop Picture re- the years, but what about in during the Saturday and moved to mini- nowadays? The success of you'll find a game very quick- mize file size Trivial Pursuit, Mensa Con- ly. We don't bite (I exclude nections and some of the Jackie here as a non-mem- more family-oriented " Ger- ber). If you're not sure, give man Games " has proved to War & Peace show 2004 - A StuG III Ausf G be good news for boardgam- ers in general. We must have brought some new converts me a call. into our hobby. Most people, with any modicum of intelli- We have been reviewing our membership list and have War & Peace Show 2004 A gence, enjoy games on an StuG III Ausf G occasional basis. As long as had to cull a few members for the games are fun, attractive, non-payment of subs for the easy to learn and quick-ish to last couple of years. -
Naval Postgraduate School Thesis
NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS INSURGENT UPRISING: AN UNCONVENTIONAL WARFARE WARGAME by Jeremy J. Arias Chad O. Klay December 2017 Thesis Advisor: Robert Burks Second Reader: Jeffrey Appleget Approved for public release. Distribution is unlimited. THIS PAGE INTENTIONALLY LEFT BLANK REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704–0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington, DC 20503. 1. AGENCY USE ONLY 2. REPORT DATE 3. REPORT TYPE AND DATES COVERED (Leave blank) December 2017 Master’s thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS INSURGENT UPRISING: AN UNCONVENTIONAL WARFARE WARGAME 6. AUTHOR(S) Jeremy J. Arias and Chad O. Klay 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) 8. PERFORMING Naval Postgraduate School ORGANIZATION REPORT Monterey, CA 93943-5000 NUMBER 9. SPONSORING /MONITORING AGENCY NAME(S) AND 10. SPONSORING / ADDRESS(ES) MONITORING AGENCY N/A REPORT NUMBER 11. SUPPLEMENTARY NOTES The views expressed in this thesis are those of the author and do not reflect the official policy or position of the Department of Defense or the U.S. Government. -
Paper Wargames and Policy Making: Filling the Baltic Gap Or How I
PAPER WARGAMES AND POLICY MAKING by Karl Mueller* simplifying assumptions become invisible to Filling the players and to the policymakers whose decisions the games are supposed to inform. Tabletop exercises (“TTXs”) are still commonplace in the defense policy world but tend in the military to Baltic Gap focus on training objectives, while more free- form seminar games can be excellent tools for exploring decision making (RAND runs a lot of them) but rarely offer the sort of simulation fi delity that can be provided by a genuinely good Or How I Learned to Stop Worrying and Love the d6 wargame. So with Putin’s Russia vandalizing the If current plans hold, the U.S. Army will soon be expectation that post-Sochi Europe would continue to be a quiet international security re-deploying Abrams main battle tanks to Europe, backwater, a handful of RAND researchers stationing an armored brigade combat team on the started to put together a board wargame to give continent for the fi rst time in years. This is going to us and eventually our U.S. Army and Air Force sponsors a sense of what a Russian invasion and happen because Russia invaded Ukraine and NATO defense of the Baltic states might look like. Washington doesn’t want the same thing to happen to We initially assumed that this exercise might at best be able to generate some additional insights a NATO member. And also because of a wargame. to supplement the more intense strategic and operational planning efforts that would be March 2014 - A month after Russia’s they were made to analyze campaigns involving taking place at the same time in U.S. -
All but War Is Simulation: the Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. -
History of Wargames
History of Wargames: Toward a History Based Doctrine for Wargaming as of 6 Jan 2000 By Matthew Caffrey Send comments to [email protected] - A Congressman with a national reputation as a defense expert opposes the President's plan for military action because of the casualty levels predicted by war games. - One weapons program is canceled and another accelerated, both largely due to the results of war games. - An air component commander convinces an area CinC to change the deployment plan of a major regional plan due to problems anticipated through a war game. Our expectations of the future shape that future. Those who concern themselves with the future of warfare develop their expectations in many ways, from the study of history to the building of complex mathematical models, to the integration of both these approaches using the medium of wargaming. Without question war games shape those expectations, hence they help shape the future. Ever more powerful computers appear to promise ever better war games. Yet is the Emperor really wearing clothes? Or to use a more contemporary expression, isn't the validity of "garbage in garbage out" independent of computing power? Will war games lead or mislead us in the future? As several historians have observed, "I know of no guide to the future but the past." For almost 200 years modern war games have been providing life saving insights and fatal mirages. If these different outcomes were random there would little use in studying that history. However, as the Caffrey Cycle illustrates, history provides the raw material for anticipating cause and effect. -
WWI WARGAMES Catalogue
Catalogue 168 pages of colour rich information with an introduction by writer Charles Singleton, this supplement for Pike & Shotte describes the history, armies, personalities and battles of the English Civil War. Included are detailed scenarios based on some of the most famous battles, complete with maps and orders of battle £22.50 SEASON OF BATTLE CARD FIELD OF BATTLE etc - One 54 card deck of wargames style battlefield maps. The FOB campaign System BUT USEFUL for ANY wargamer as a random Terrain Generator . £22.50 AMERICAN CIVIL WAR SMOOTHBORE ARTILLERY (SMOOTHBORE ORDNANCE JOURNAL VOLUME 10) Summerfield, Dr S 143pp., 4to, fully illus., large format pbk 38 scale plans, 107 tables, 135 photos. of contemporary & surviving ordnance covers graphically & in detail every aspect of the vital smoothbore elements of ACW artillery. £20.00 AMERICAN REVOLUTION : THE FRENCH - COMMAND & COLOURS TRICORNE - COMPASS GAMES - - £82.50 Armies of the Medieval Italian Wars 1125-1325 - Ospery MAA 523- £10.99 ARMY OF THE DUTCH REPUBLIC, 1713-1772, PART I: INFANTRY FOR ORANGE AND THE STATES. THE - £17.50 BY FORCE OF ARMS - AUSTRIAN ARMY IN THE SEVEN YEARS WAR 2) Duffy Mint hardback £65.00 HANDBOOK OF THE BELGIAN ARMY 1914 Mint hbk facsimile of British General staff study £29.50 HUSSAR SERGEANT IN THE KING'S GERMAN LEGION: The Memoirs of Cavalry Sergeant Ebbecke, 2nd Hussar Regiment, King's German Legion 1803-15 - This short memoir of Sergeant Ludwig Ebbecke was published in German in 1851, but has never before been translated into English. He served at Stralsund, the Siege of Copenhagen in 1807, and was nearly shipwrecked on the passage back to Britain. -
Transforming Naval Wargaming: a Framework for Operational- Level Wargaming
CRM D0010807.A2/Final September 2004 Transforming Naval Wargaming: A Framework for Operational- Level Wargaming CNA: Peter P. Perla, Michael C. Markowitz, Christopher A. Weuve Naval War College: Stephen Downes-Martin, Michael Martin, CDR, USN Paul V. Vebber, CDR, USNR 4825 Mark Center Drive • Alexandria, Virginia 22311-1850 Approved for distribution: September 2004 Dr. Peter P. Perla Director, Interactive Research Production Office of the President This document represents the best opinion of CNA at the time of issue. It does not necessarily represent the opinion of the Department of the Navy. Approved for Public Release; Distribution Unlimited. Specific authority: N00014-00-D-0700. For copies of this document call: CNA Document Control and Distribution Section at 703-824-2123. Copyright 2004 The CNA Corporation Contents Summary: Transforming Naval Wargaming . 1 Wargaming and transformation . 2 A scientific foundation for wargame design? . 4 The way ahead . 5 Transforming naval wargaming: the task before us . 7 Concepts and postulates for operational-level design . 15 Clausewitz: friction and chance . 17 Herman: Entropy-Based Warfare . 19 Van Creveld: command and uncertainty . 23 Vebber: wargaming network effects . 30 The framework connecting war and wargame . 35 From war to wargame . 35 Theoretical view of gaming the operational level of war . 38 Command topology. 39 Information topology. 46 Operational topology . 50 Timing is everything . 53 A different view of time: the Road to Baghdad game . 58 The end of the beginning . 61 A science of wargame design? . 61 Moving onward . 62 Prospective projects . 65 Apply social network analysis to wargaming information operations . 66 Wargame antisubmarine warfare (ASW) for 7th Fleet 67 Develop work-flow models of innovative concepts . -
Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education
Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education Andreas Haggman Submitted to Royal Holloway, University of London for the award of Doctor of Philosophy in Information Security Supervised by Professor Keith Martin Professor Klaus Dodds February 2019 1 Declaration of authorship I, Andreas Haggman, hereby declare that this thesis and the work presented in it is entirely my own. Where I have consulted the work of others, this is always clearly stated. Signed: Date: 2 Abstract This thesis investigates, and contributes to, the use of wargaming in cyber security education. Wargaming has a rich history of pedagogic use, but little work exists that addresses the critically important subject of cyber security. Cyber security is a global problem that frequently makes news headlines, yet the field is dogged with a reputation as a domain only for technologists, when in fact cyber security requires a whole gamut of approaches to be properly understood. The thesis is broadly divided into three parts. The first part is a comprehensive literature review of wargaming scholarship, analysing the benefits and drawbacks of wargaming, and some of the justifications for why a tabletop boardgame may be more effective than a game enhanced by technology. Following on from this, the thesis provides an outline of current work in cyber wargaming by analysing existing games, evaluating their contributions as educational tools, and identifying successful game mechanics and components. The second part of the thesis outlines the design process of an original wargame created for cyber security education and awareness training. The analysis outlines what the game design intends to achieve in terms of pedagogical outcomes and how the design evolved through the development process. -
ILS Serious Games Case Study
SIMULATION & GAMING, 40th Anniversary Issue 1 The long history of gaming in military training Roger Smith US Army PEO for Simulation, Training, and Instrumentation There is a long history of the dual-use of games in both the military and the entertainment applications. This has taken the form of sand tables, miniatures, board games, and computer games. The current tension between entertainment and military applications of games is just the return of similar concerns that surrounded the gaming tools and technologies of previous generations. Dynamic representations of the physical world are interesting and useful tools in a number of fields, to include the military, city planning, architecture, education, and entertainment. Computer games are tools that allow all of these audiences to accomplish similar goals. KEYWORDS: board game, computer game, sand table, wargame The military has been using games for training, tactics analysis, and mission preparation for centuries. Each generation has had to wrestle with the personal and public image of a game being used for something as serious as planning warfare in which people’s lives are at stake. During the opening years of the 21st century, the industry faced a renewed version of this question with the widespread use of computer games taken directly from the entertainment industry. For example, the Americas Army project is based on the Unreal-2 Engine (Davis et al, 2003 and Zyda et al, 2005) from Epic Games and DARPA’s DARWARS Ambush product is derived from Operation Flashpoint by Bohemia Interactive Games. Other agencies have converted Doom and Half-Life, or licensed products like Gambryo or the Havok physics engine to create military training systems.