ISBN13: | 9781032551104 |
ISBN10: | 10325511011 |
Binding: | Hardback |
No. of pages: | 214 pages |
Size: | 234x156 mm |
Weight: | 553 g |
Language: | English |
Illustrations: | 25 Illustrations, black & white; 23 Halftones, black & white; 2 Line drawings, black & white |
688 |
Historical Simulation and Wargames
GBP 77.99
Click here to subscribe.
Not in stock at Prospero.
This book is a comprehensive study on analog historical simulation games, and explores the theoretical concepts and practical solutions. It considers the ways used by simulation games to depict the different dynamics of historical events and analyzes how wargames can become valuable tools for historical research.
This book is a comprehensive study on analog historical simulation games, exploring both their theoretical concepts and practical solutions. It considers the various ways used by simulation games to depict the different dynamics of historical events and analyzes how commercial analog miniature and board wargames can become valuable tools for historical research and provide a more modern and captivating interpretation of past events.
The nature of ?simulation? is discussed, exposing its differences with other forms of ludic activity, both analog and digital, as well as intellectual speculation. Many of the most common game mechanics are analyzed in depth and in their practical use, to answer whether ?reconstructive? simulations dedicated to historical episodes can provide valuable, reliable and useful insights for researchers. It critically examines the challenges presented to game designers that look to produce an accurate (even if not necessarily complex) simulation of historical events.
The book will be of great interest to those curious about the potential applications of such a powerful research and experimental tool for historical, sociologic and anthropologic research, as well as wargaming and board gaming enthusiasts looking to gain a deeper understanding of the inner workings of historical simulations.
Chapter 1: What is a Simulation Game?. Chapter 2: How it is Done: Common Simulation Game Mechanics. Chapter 3: In the Field: Historical Dynamics through the Gaming Lens. Chapter 4: The Real ?Engine?: Game Designers and Gamers. Chapter 5: Not all that Glitters: Issues and Pathologies of Simulation Games. Chapter 6: Conclusions: All Good Games Must Come to an End Turn. Bibliography.