Digital Humanities 2010 Wargames in a Digital Age tokens) across as much as twenty square feet of map space. This places them at the formal Kirschenbaum, Matthew and physical extremes of ludic complexity. Almost from the outset of the personal computer
[email protected] revolution, meanwhile, wargames (as distinct English and MITH, University of Maryland from games with superficial militaristic themes) Juola, Patrick became a major software genre. Popular
[email protected] tabletop wargames were rapidly translated to Computer Science, Duquesne University the screen by companies such as SSI, with crude artificial intelligence crafting opposing moves. Sabin, Philip Other games dispensed with the conventions
[email protected] of their manual predecessors and (much like King's College London flight simulators) sought to recreate an intense real-time first-person experience. Harpoon (1989) placed a generation of early armchair enthusiasts in the Combat Information Center of Wargaming is an applied tradition of interactive a modern naval frigate, with countless variables modeling and simulation dating back to the in weapon and detection systems to master. early 19th century or, if one counts more abstract We believe that the digital humanities, which martial pastimes like Chess and Go, all the have already embraced certain traditions of way to antiquity. Why a panel about games modeling, might have something to learn (tabletop as well as computer) that spotlight war from an exploration of this particular genre —surely the most inhumane of organized human of simulation, which has proved influential endeavor—at a digital humanities conference? in both professional military and political First, we assume that wargaming as both settings as well as the realm of popular a descriptive or predictive tool as well as hobby and recreation.