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On Wargaming

Author: Matthew B. Caffrey
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"The History and Theory of War Games throughout the United States and Internationally"--Provided by publisher.


The Portable Wargame

Author: Bob Cordery
Publisher: Lulu.com
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The Portable Wargame has been developed over the past ten years to meet the needs of wargamers who want a fast, easy to learn, simple to use set of wargames rules that don't require the player to purchase and paint a large collection of figures and that can be staged on a small dinner table, a large coffee table, or something even smaller. The rules are designed to be used with a gridded tabletop made up of squares or hexes.


The Second Nuclear Age

Author: Paul Bracken
Publisher: Macmillan
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A leading international security strategist offers a compelling new way to "think about the unthinkable." The cold war ended more than two decades ago, and with its end came a reduction in the threat of nuclear weapons—a luxury that we can no longer indulge. It's not just the threat of Iran getting the bomb or North Korea doing something rash; the whole complexion of global power politics is changing because of the reemergence of nuclear weapons as a vital element of statecraft and power politics. In short, we have entered the second nuclear age. In this provocative and agenda-setting book, Paul Bracken of Yale University argues that we need to pay renewed attention to nuclear weapons and how their presence will transform the way crises develop and escalate. He draws on his years of experience analyzing defense strategy to make the case that the United States needs to start thinking seriously about these issues once again, especially as new countries acquire nuclear capabilities. He walks us through war-game scenarios that are all too realistic, to show how nuclear weapons are changing the calculus of power politics, and he offers an incisive tour of the Middle East, South Asia, and East Asia to underscore how the United States must not allow itself to be unprepared for managing such crises. Frank in its tone and farsighted in its analysis, The Second Nuclear Age is the essential guide to the new rules of international politics.


Games and Strategies for Teaching U S History

Author: Marvin B. Scott
Publisher: Walch Publishing
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Developed by an acclaimed history teacher in Iowa, this popular resource includes 14 simulations, debates, quiz games and strategy games. It covers key topics from the first explorers to the 2000 presidential elections. Convene a constitutional convention, re-fight the Civil War, relive the Crash of ’29, and much more. Use this ingenious text to reinvigorate your history classes.


War and Games

Author: Tim Cornell
Publisher: Boydell Press
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These comparative studies focus on the relationship between war and games in an effort to achieve an understanding of the phenomenon of war, in order ultimately to avoid it.


Donald Featherstone s War Games

Author: John Curry
Publisher: Lulu.com
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Donald Featherstone's classic wargaming book, War Games, was first published in 1962. It was largely responsible for turning a somewhat obscure hobby into a popular pastime across the world. This revised edition includes new material including a foreword by Paddy Griffith, the full version of the Lionel Tarr Modern Wargaming Rules (modern being for Wordl War II) and a timeline of wargaming. It is published as part of the History of Wargaming Project at www.johncurryevents.co.uk


Wargames

Author: Martin van Creveld
Publisher: Cambridge University Press
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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.


Magazines for Libraries

Author: William A. Katz
Publisher: Rr Bowker Llc
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"There is nothing comparable to Magazines for Libraries...a valuable tool for collection development (it) should be considered by academic & public libraries. - -Booklist "Faced with dwindling budgets, soaring subscription rates,...librarians can ill afford not to consult (indeed, to familiarize themselves with) this core collection development tool. - -Reference & Research Book News. "With subscription rates soaring & library acquisition budgets restricted as never before, this acclaimed selection guide has never been more timely or more important. - -Wisconsin Bookwatch. Large budget or small, you'll build the best magazine collection possible for your money with this brand-new version of Magazines for Libraries, by Bill Katz & Linda Sternberg Katz & their team of 174 experts. The new 10th Edition of this highly acclaimed selection guide: Provides detailed evaluations of more than 8,000 top-rated periodicals, selected from more than 170,000 possibilities.*Indexes titles under 158 subjects, including such new headings as Landscape Architecture, Fashion & others *Profiles all types of publications - general-interest magazines, research journals & high-quality commercial publications suitable for a range of libraries in public, academic, special, government & school settings. And to make it easier to locate the periodicals you need, Magazines for Libraries contains a detailed Subject Index that helps you zero in on even the most specific subject areas.


Science Fiction Video Games

Author: Neal Roger Tringham
Publisher: CRC Press
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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).


Nuclear Notes

Author: Sarah Weiner
Publisher: Rowman & Littlefield
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Nuclear Notes is a publication of the CSIS Project on Nuclear Issues (PONI) featuring innovative thinking by rising experts in the nuclear field. Its goal is to advance the public debate about nuclear weapons strategy, arms control, nonproliferation, disarmament, and other nuclear issues by providing a forum for sharing new analysis and insight.