Academic literature on the topic 'War games'

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Journal articles on the topic "War games"

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Mazur, Diane H., and Janet E. Halley. "Word Games, War Games." Michigan Law Review 98, no. 6 (May 2000): 1590. http://dx.doi.org/10.2307/1290257.

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Thomson, Andrew, Sergey Prokofiev, Anthony Phillips, and Boris Berman. "War Games." Musical Times 149, no. 1904 (October 1, 2008): 105. http://dx.doi.org/10.2307/25434560.

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Higonnet, Margaret R. "War Games." Lion and the Unicorn 22, no. 1 (1998): 1–17. http://dx.doi.org/10.1353/uni.1998.0009.

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Chin, Staceyann. "War Games." Cultural StudiesCritical Methodologies 2, no. 2 (May 1, 2002): 220. http://dx.doi.org/10.1177/1532708602002002013.

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Chin, Staceyann. "War Games." Cultural Studies ↔ Critical Methodologies 2, no. 2 (May 2002): 220–21. http://dx.doi.org/10.1177/153270860200200213.

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Kennedy, Stephen. "War games." New Scientist 210, no. 2815 (June 2011): 34–35. http://dx.doi.org/10.1016/s0262-4079(11)61317-1.

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Chin, Staceyann. "War Games." Affilia 26, no. 1 (February 2011): 97–98. http://dx.doi.org/10.1177/0886109910392897.

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De Waal, Alex. "War Games." Index on Censorship 36, no. 4 (November 2007): 6–11. http://dx.doi.org/10.1080/03064220701741598.

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Donald, Iain. "Just War? War Games, War Crimes, and Game Design." Games and Culture 14, no. 4 (July 21, 2017): 367–86. http://dx.doi.org/10.1177/1555412017720359.

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Military shooters have explored both historical and modern settings and remain one of the most popular game genres. While the violence of these games has been explored in multiple studies, the study of how war and the rules of war are represented is underexplored. The Red Cross has argued that as virtual war games are becoming closer to reality, the rules of war should be included. This article explores the argument put forward by the Red Cross and its reception by games media organizations, in order to consider how the concept of “just war” is represented within games. This article will focus on concerns over games adherence to the criteria of jus in bello (the right conduct in war) and will also consider the challenges that developers face in the creation of entertainment products in the face of publisher and press concerns.
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Svalina, Mathias. "War Games: Instructions." Iowa Review 39, no. 3 (December 2009): 47–57. http://dx.doi.org/10.17077/0021-065x.6741.

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Dissertations / Theses on the topic "War games"

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Harper, Todd L. "The Art of War: Fighting Games, Performativity, and Social Game Play." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1283180978.

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Mills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.

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Avey, Thomas Gregg. "REFAB a prototype graphical frontend for the RESA naval wargame /." Thesis, Monterey, California : Naval Postgraduate School, 1990. http://handle.dtic.mil/100.2/ADA238055.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, June 1990.
Thesis Advisor(s): last name, first name Eagle, James N. ; Yurchak, John M. "June 1990." Description based on title screen as viewed on October 16, 2009. DTIC Descriptor(s): Test and evaluation, computerized simulation, simulation, military personnel, theater level operations, decision making, interfaces, navy, prototypes, time, graphics, language, user needs, computer applications, war games, officer personnel, timeliness, battles, syntax, stresses DTIC Indicator(s): Man computer interface, war games, computerized simulation, prototypes, theses, naval training, installation. Author(s) subject terms: RESA, graphic user interfaces, computer wargame simulations, BATMAN and ROBIN, man-machine interfaces. Includes bibliographical references (p. 67). Also available in print.
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Thomson, Matthew Ian Malcolm. "Military computer games and the new American militarism : what computer games teach us about war." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10672/.

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Military computer games continue to evoke a uniquely contradictory public, intellectual, and critical response. Whilst denigrated as child’s play, they are played by millions of adults; whilst dismissed as simplistic, they are used in education, therapy, and military training; and whilst classed as meaningless, they arouse fears over media effects and the propagandist influence of their representations of combat. They remain the object of intense suspicion, and as part of a new and growing mass medium, they are blamed for everything from obesity to falling literacy standards, and from murder to Abu Ghraib. Much of the suspicion surrounding military computer games has been caused by the development of the military-entertainment complex - the relationship between the computer game industry and the U.S. military which has seen the production of dual-use games, co-produced by the military and the computer game industry and released for both military training and commercial sale. This relationship has placed military computer games at the centre of an intensely politicized debate in which they have become characterized as a mass medium which functions under the control of the military and political establishment and which promotes the militaristic ideals of the neoconservative Bush administration. This thesis serves as a fundamental reevaluation of such preconceptions and prejudices, and in particular, a complete reevaluation of the understanding of the relationship between computer games and American militarism. Its analysis focuses on three main areas: firstly, the content of military computer games; secondly, the determinants which affect the production and representation of war in computer games; and thirdly, the contribution of the representation of war in computer games to the misunderstandings and misconceptions concerning warfare which, in turn, have supported American militaristic beliefs.
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Harney, James William. "Analyzing anti-terrorist tactical effectiveness of picket boats for force protection of Navy ships using X3D graphics and agent-based simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FHarney.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, March 2003.
Thesis advisor(s): Donald P. Brutzman, Curtis L. Blais, Gordon Schacher, John Hiles. Includes bibliographical references (p. 216-224). Also available online.
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Jönsson, Erik. "Tug-of-war games of the p-Laplacian for analysts." Thesis, Linköpings universitet, Matematiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148554.

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Haglund, Vira. "Behind the Mechanics : the Conveyance of Political Messages Through Video Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1721.

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This study is a response to the growing demand for more critical examinations of the video game as a communicative as well as interactive medium of mass culture. It reflects the game in regard to its potentials and abilities conveying a message to its audience and sets it into a broader discourse of mass communication. The analysis focuses on opinion forming games and their agendas whilst scrutinizing the methods through which certain messages are delivered to the player. The study is primarily based on qualitative research and analyzes the mechanisms of manipulation through examples with an emphasis on the mechanics and rules of the game, its visual aesthetics, its narrative structure and the emotional dimensions of the gameplay. The analysis illustrates that games are effectively used to render the image of war and to frame the enemy in a stereotypical manner in order to match certain political interests. They also function as a recruitment tool for the military as well as for political and ethnic fractions. In addition the study demonstrates the positive potentials of the medium by referring to serious games which offer complex perspectives and profound knowledge about certain topics and encourage the player to aim for creative and constructive solutions in order to finish the game successfully. The results of the study demonstrate that video games can no longer be categorized as a subculture of entertainment for young men. With the growing acceptance of the medium as a part of mass culture its influence especially on young people had been taken into account by certain groups which made use of the video game to convey their messages to an audience. The analysis shows the inner complexity of the medium and gives examples for attempts to use its potentials by concluding that these efforts are far from being utilized fully. In this regard the study offers impulses for further research which should fill the void and explore the possibilities games provide and how we can make good use of them.
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Cakan, Ali. "Determining the importance of nationality on the outcome of battles using classification trees." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FCakan.pdf.

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Thesis (M.S. in Operations Analysis)--Naval Postgraduate School, June 2003.
Thesis advisor(s): Thomas W. Lucas, Samuel E. Buttrey. Includes bibliographical references (p. 73). Also available online.
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Wilson, Kevin P. "Determining communication shortfalls for homeland defense." Thesis, Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Dec%5FWilson.pdf.

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Thesis (M.A. in National Security Affairs)--Naval Postgraduate School, December 2007.
Thesis Advisor(s): Russell, James A. ; Moran, Daniel J. "December 2007." Description based on title screen as viewed on January 24, 2008. Includes bibliographical references (p. 55-57). Also available in print.
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Richardson, Thomas J. "First responder weapons of mass destrution thrining using massively multiplayer on-line gaming /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FRichardson.pdf.

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Thesis (M.A. in Security Studies (Homeland Security and Defense))--Naval Postgraduate School, June 2004.
Thesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
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Books on the topic "War games"

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Akila, Couloumbis, ed. War games. New York: Random House Children's Books, 2009.

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(Editor), Eric Flint, ed. War Games. Riverdale, NY: Baen Books, 2008.

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Magdalena, Abakanowicz. War games. Zu rich: Turske & Turske, 1988.

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Abakanowicz, Magdalena. War games. New York: Institute for Contemporary Art, P.S.1 Museum, 1993.

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Couloumbis, Audrey. War Games. New York: Random House Children's Books, 2009.

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Szabó, Ádám. War games. Paks: Paksi Képtár, 2017.

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Perrone, Diego. War games. Milano, Italia: Humboldt Books, 2017.

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War", Conference on "Studies on the Nature of. War and games. San Francisco, CA: Center for Interdisciplinary Resear, 2004.

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Sheldrake, Rauf. Noble war games. Colombo: Rauf Sheldrake, 2009.

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Ed, Brubaker, and Bachs Ramon F, eds. Batman, war games. New York: DC Comics, 2005.

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Book chapters on the topic "War games"

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Jaiswal, N. K. "War Games." In Military Operations Research, 91–110. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-1-4615-6275-7_4.

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"War Games." In Extreme Money, 264–78. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2015. http://dx.doi.org/10.1002/9781119199212.ch17.

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"WAR GAMES." In Uses Of Adversity, 6. University of Pittsburgh Press, 2014. http://dx.doi.org/10.2307/j.ctvthhddk.6.

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McDermott, Lisa, and Jay Scherer. "War games." In Sport and Militarism, 129–48. Routledge, 2017. http://dx.doi.org/10.4324/9781315537115-9.

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Pedelty, Mark. "War Games." In War Stories, 29–40. Routledge, 2020. http://dx.doi.org/10.4324/9781003100287-2.

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"War Games." In War Stories, 17–28. Routledge, 2013. http://dx.doi.org/10.4324/9780203933817-8.

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"War Games." In Pigboat 39, 54–80. The University Press of Kentucky, 2014. http://dx.doi.org/10.2307/j.ctt5vkkdk.9.

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"War Games." In Advanced Penetration Testing, 175–91. Indianapolis, Indiana: John Wiley & Sons, Inc., 2017. http://dx.doi.org/10.1002/9781119367741.ch7.

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"War Games." In War without Bodies, 54–68. Rutgers University Press, 2022. http://dx.doi.org/10.2307/j.ctv2v55jjq.6.

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Moser, Christian. "War Games:." In Heinrich von Kleist, 233–53. Boydell & Brewer Ltd, 2022. http://dx.doi.org/10.2307/j.ctv24tr8wj.14.

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Conference papers on the topic "War games"

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da Silva Simoes, Paulo David, and Claudio Gabriel Inacio Ferreira. "Military war games edutainment." In 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2011. http://dx.doi.org/10.1109/segah.2011.6165433.

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POP, Cristiana Lucretia. "Olympic Games in Time of Cold War." In 8th LUMEN International Scientific Conference Rethinking Social Action. Core Values in Practice | RSACVP 2017 | 6-9 April 2017 | Suceava – Romania. LUMEN Publishing House, 2017. http://dx.doi.org/10.18662/lumproc.rsacvp2017.57.

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Wang, Hanchao, Hongyao Tang, Jianye Hao, Xiaotian Hao, Yue Fu, and Yi Ma. "Large Scale Deep Reinforcement Learning in War-games." In 2020 IEEE International Conference on Bioinformatics and Biomedicine (BIBM). IEEE, 2020. http://dx.doi.org/10.1109/bibm49941.2020.9313387.

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Navarro, Paul, Megan L. Johns, Tzu-Hsun Lu, Heather Martin, Vijay Poduval, Mat Robinson, Andrew Roxby, and Michael G. Christel. "Webz of War: A cooperative exergame driven by the heart." In 2013 IEEE International Games Innovation Conference (IGIC). IEEE, 2013. http://dx.doi.org/10.1109/igic.2013.6659125.

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Halloran, John. "It's Talk, But Not as We Know It: Using VoIP to Communicate in War Games." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.36.

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Weber, Bryan S. "Standard Economic Models in Nonstandard Settings – StarCraft: Brood War." In 2018 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2018. http://dx.doi.org/10.1109/cig.2018.8490444.

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Wagenhals, Lee W., and Alexander H. Levis. "Modeling effects-based operations in support of war games." In Aerospace/Defense Sensing, Simulation, and Controls, edited by Alex F. Sisti and Dawn A. Trevisani. SPIE, 2001. http://dx.doi.org/10.1117/12.440041.

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Fendt, Matthew William, and Eric Ames. "Using Learning Games to Teach Texas Civil War History to Public Middle School Students." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8847968.

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Spiteri, Neil, and Costantino Oliva. "The Soundtrack's Influence on the Portrayal of the Vietnam War in Battlefield: Vietnam." In FDG 2023: Foundations of Digital Games 2023. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3582437.3582460.

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Casar, Josef, and Miroslav Kratky. "Modelling and simulation of Ground Based Air Defence War Games." In 2022 20th International Conference on Mechatronics - Mechatronika (ME). IEEE, 2022. http://dx.doi.org/10.1109/me54704.2022.9983183.

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Reports on the topic "War games"

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McCarty, Deryl S. War Games and Logistics. Fort Belvoir, VA: Defense Technical Information Center, April 1988. http://dx.doi.org/10.21236/ada203783.

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Kovel, Steven M. Environment Models in War Games. Fort Belvoir, VA: Defense Technical Information Center, September 1999. http://dx.doi.org/10.21236/ada369221.

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Kovel, Steven M. An Environmental Experiment on Databases for War Games. Fort Belvoir, VA: Defense Technical Information Center, November 1999. http://dx.doi.org/10.21236/ada371322.

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Wagenhals, Lee W., and Larry K. Wentz. New Effects-Based Operations Models in War Games. Fort Belvoir, VA: Defense Technical Information Center, June 2003. http://dx.doi.org/10.21236/ada466707.

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Aleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, March 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.

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The phenomenon of news games on the topic of the Russian-Ukrainian war of 2022-2023 has been explored in the article. During the research, a number of gaming projects from this period were analyzed, their genre and thematic specificity were determined, examples of gaming products were provided, and our own concept of a news game on the topical subject of wartime was presented. In 2022-2023, many game projects on the theme of the war in Ukraine appeared, which can be fully or partially classified as news games, conditionally dividing them into “civilian” ones, where the game character is a volunteer, an immigrant, a peaceful resident of the occupied territory, etc. and “combat”, in which the character is a Ukrainian soldier or combat unit. These games are primarily developed by gaming studios or individual game developers, rather than journalistic editorial teams, and they target an international audience (almost all the analyzed games have an English version). We categorize these news games as “entertainment” (those primarily oriented towards humor, boosting morale, and using current information or media images) and “serious” (those attempting to explain, reveal the essence, and show the war through the eyes of witnesses). According to the level of technical implementation, these games can be divided into “simple” ones (browser-based, requiring no download or payment) and “complex” ones that offer extended gameplay and are available only through subscription. Almost all gaming projects encourage donations to the Armed Forces of Ukraine and charitable funds, and the authors of paid games always emphasize that a portion of the proceeds will go towards supporting Ukrainian military personnel. Despite their significant potential, news games currently occupy a small niche in the Ukrainian media landscape. At the same time, in our opinion, the creative possibilities offered by the gaming mechanism of this interactive narrative are quite promising for explaining and revealing various socially important topics related to the Russian-Ukrainian war. Keywords: gamification; news games; game format; game research.
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Wagenhals, Lee W., and Alexander H. Levis. Modeling Support of Effects-Based Operations in War Games. Fort Belvoir, VA: Defense Technical Information Center, June 2002. http://dx.doi.org/10.21236/ada467452.

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Dillon, Dick, James Kievit, and Thomas Murray. Portraying the Army Reserve Components in Army War Games and Exercises. Fort Belvoir, VA: Defense Technical Information Center, November 2002. http://dx.doi.org/10.21236/ada423897.

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May, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Fort Belvoir, VA: Defense Technical Information Center, April 1990. http://dx.doi.org/10.21236/ada223289.

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Carlson, Carl G. The Dating Game, Survivor, and Other War Games: Interesting, Enjoyable and Effective Methods for Conducting Collaborative Research. Fort Belvoir, VA: Defense Technical Information Center, January 2002. http://dx.doi.org/10.21236/ada431043.

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Mobley, Jr, and Arthur S. Unlocking the Potential of War Games: A Look Beyond the Black Box. Fort Belvoir, VA: Defense Technical Information Center, February 1988. http://dx.doi.org/10.21236/ada194558.

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