Product details:
ISBN13: | 9781107684423 |
ISBN10: | 11076844211 |
Binding: | Paperback |
No. of pages: | 341 pages |
Size: | 228x152x15 mm |
Weight: | 540 g |
Language: | English |
0 |
Category:
Computer Graphics Softwares
Further readings in games
Further readings in History
Further readings in games
International relations
Computer Graphics Softwares (charity campaign)
Further readings in games (charity campaign)
Further readings in History (charity campaign)
Further readings in games (charity campaign)
International relations (charity campaign)
Wargames
From Gladiators to Gigabytes
Publisher: Cambridge University Press
Date of Publication: 4 April 2013
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GBP 22.99
GBP 22.99
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Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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Short description:
Explores the history and development of wargames, and how they relate to real war and society in general.
Long description:
Where did wargames come from? Who participated in them, and why? How is their development related to changes in real-life warfare? Which aspects of war did they capture, which ones did they leave out, how, and why? What do they tell us about the conduct of war in the times and places where they were played? How useful are they in training and preparation for war? Why are some so much more popular than others, and how do men and women differ in their interest? Starting with the combat of David versus Goliath, passing through the gladiatorial games, tournaments, trials by battle, duels, and board games such as chess, all the way to the latest simulations and computer games, this unique book traces the subject in all its splendid richness. As it does so, it provides new and occasionally surprising insights into human nature.
'No other historian could bring us this marvellous history of wargaming and its relationship to the larger strategic and societal trends that are the critical context for the impact these games have had.' Paul Bracken, Yale University, and author of The Second Nuclear Age
'No other historian could bring us this marvellous history of wargaming and its relationship to the larger strategic and societal trends that are the critical context for the impact these games have had.' Paul Bracken, Yale University, and author of The Second Nuclear Age
Table of Contents:
Introduction; 1. On animals and men; 2. Games and gladiators; 3. Trials by combat, tournaments, and duels; 4. Battles, campaigns, wars, and politics; 5. From bloody games to bloodless wars; 6. Enter the computer; 7. The females of the species; 8. Conclusions: the mirrors and the mirrored.