Dissertations / Theses on the topic 'War games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'War games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
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.
Full textMills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.
Full textAvey, 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.
Full textThesis 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.
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/.
Full textHarney, 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.
Full textThesis advisor(s): Donald P. Brutzman, Curtis L. Blais, Gordon Schacher, John Hiles. Includes bibliographical references (p. 216-224). Also available online.
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.
Full textHaglund, 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.
Full textCakan, 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.
Full textThesis advisor(s): Thomas W. Lucas, Samuel E. Buttrey. Includes bibliographical references (p. 73). Also available online.
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.
Full textThesis 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.
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.
Full textThesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
Jones, Jason M. "Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2047.
Full textGenerazio, Hòa. "Consistency of representation for disaggregation from constructive to virtual combat simulations." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/30773.
Full textSchwartz, Thomas Joseph. "A theory and model for the planning of land combat." Thesis, Monterey, California : Naval Postgraduate School, 1990. http://handle.dtic.mil/100.2/ADA238309.
Full textThesis Advisor(s): Caldwell, William J. ; Johnson, Laura D. Second Reader: Whitaker, Lyn R. "September 1990." Description based on title screen as viewed on December 18, 2009. DTIC Descriptor(s): Test And Evaluation, Data Bases, Warfare, Land Warfare, Maximum Likelihood Estimation, Theory, Coherence, Planning, War Games, Battles, Corps Level Organizations. DTIC Identifier(s): Army Operations, War Games, Land Combat Operations, Theses, Army Planning, Data Bases, Mathematical Models. Author(s) subject terms: Land warfare, military planning, military science, theory of combat, categorical modeling, multivariate analysis. Includes bibliographical references (p. 52-53). Also available in print.
Reisner, Clemens [Verfasser]. "Cold War Games : Der Kalte Krieg in Computerspielen (ca. 1980–1995) / Clemens Reisner." Göttingen : Böhlau Verlag Köln, 2020. http://www.v-r.de/.
Full textMaroon, Kenneth J. "Genetic algorithms in the Battlespace Terrain Reasoning and Awareness-Battle Command (Btra-Bc) battle engine." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FMaroon.pdf.
Full textThesis Advisor(s): Blais, Curtis ; Appleget, Jeff. "September 2009." Description based on title screen as viewed on 5 November 2009. Author(s) subject terms: Genetic algorithms, military decision making process, mission planning, course of action, wargaming, battle simulation. Includes bibliographical references (p. 97-98). Also available in print.
Torgerson, Scott Robert. "Mathematically modeling the effects of low-level learning in combat simulations and war games." Thesis, Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/25097.
Full textSen, Mahasweta. "A procedural comparison of combat tactics: a simulation approach." Thesis, Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/53245.
Full textMaster of Science
Hall, Karen J. "War games and imperial postures: Spectacles of combat in United States popular culture, 1942--2001." Related Electronic Resource: Current Research at SU : database of SU dissertations, recent titles available full text, 2003. http://wwwlib.umi.com/cr/syr/main.
Full textKabiling, Maria. "World War II in popular American visual culture film and video games after 9/11 /." Connect to Electronic Thesis (CONTENTdm), 2010. http://worldcat.org/oclc/650832955/viewonline.
Full textJohansson, Kristian, and Mattias Bergqvist. "The Virtual War of Perceptions : An Analysis of Portrayal in Modern Warfare-Themed Video Games." Thesis, Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-14004.
Full textWertsch, Tyler. "Recasting Narratives: Accessing Collective Memory of the Vietnam War in Modern Popular Media Texts." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1544720970521725.
Full textDombrowsky, Steven P. (Steven Paul). "Intrinsic and Extrinsic Adaptation in a Simulated Combat Environment." Thesis, University of North Texas, 1995. https://digital.library.unt.edu/ark:/67531/metadc278231/.
Full textParks, Jenifer Raleigh Donald J. "Red sport, red tape the Olympic games, the Soviet sports bureaucracy, and the Cold War, 1952-1980 /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2009. http://dc.lib.unc.edu/u?/etd,2332.
Full textTitle from electronic title page (viewed Jun. 26, 2009). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of History." Discipline: History; Department/School: History.
Migliore, Anthony T. "Analysis of a target defense game." Thesis, Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/53234.
Full textMaster of Science
Morgan, Andrew A. "God of War: Masculinity and Fatherhood Through Procedural Rhetoric." Scholarly Commons, 2020. https://scholarlycommons.pacific.edu/uop_etds/3703.
Full textGuimaro, Maria Luiza Oliveira. "A formação na linha de fogo : videogames de guerra e a psique danificada." Universidade Federal de São Carlos, 2010. https://repositorio.ufscar.br/handle/ufscar/2235.
Full textFinanciadora de Estudos e Projetos
The objective of this thesis was the formative dimension of the youth in the contemporary world. We noticed that we could reflect upon this dimension through the following inquisition: What makes the youth be uninterested by the ―school seat‖, and trade them for ―Lan Houses seats‖. This problem leads us to think about some aspects of the current culture we emphasize here the overuse of war videogames which seem to be promoting identity and subjective constitution of the youth, instigating them to compulsive and addictive behavior. Thus, the present study aims at the subjectivity of the youth through videogames, especially the war ones, which seem to contribute to a formative harm in the subjects. In order to develop this argument, we need to reflect upon their status quo, the singularities, socialization, and consequently, the construction of their identity in the contemporary world. Our hypothesis, then, suggests that current teenagers are attached to undifferentiated constitution of the social fabric, heteronomously, which results in a rupture to the tendency to extinguish the frontiers between the public and the private, the childhood and the adulthood, the virtual and the real, the formative function of education and its appropriation by the industry. This analysis is also based on the idea that the traditional educational grounds family and school now share this responsibility with other institutions as a means to education. When observing, then, a new structure in the socialization field, we search for a relational perspective of analysis between these grounds, in order to understand the specificity of the identity building processes of the subjects in the current world. Aiming at measuring the current forms of the constitution of this subjectivity, we also resorted to psychoanalyses principles. The loss of authority in the family and by the teacher, mentioned a long time ago by Hannah Arendt, who referred to the allurement of the socialization in modern mass societies, resulting in the true fraud of the public life, and consequently, the public role of the school. One could infer that the decline of authority resides in the psychic field, in the form of a type of pathologization of the idealization (that is, there is no one to be admired), which is affecting the processes of secondary identification. Moreover, it may be contributing in teenage hood seriously shaking its narcissist basis (reinforcing these vices and addictive behaviors). Taking into account these perspective in the process of the subjectivities studied, a tendency to a reconfiguration of the psychic instances may be taking place as a consequence of the changes triggered by the late capitalism and by the changes occurred in paternal, family and school authorities, whose determinants seem to indicate a tendency to addictive behaviors (which are here understood through the heteronomic dependency of the subjects in the imaginet means of entertainment), as personality builders. The analysis of such behaviors may also indicate how much the youth simulate in their bodies and its relation to the extreme tendencies of the society, as a compulsion to repetition.
Esta tese teve como preocupação a dimensão formativa dos jovens no mundo contemporâneo. Percebemos que poderíamos pensar nesta dimensão por meio da seguinte inquietação: O que faz com que os jovens se desinteressem pelos bancos escolares e os troquem pelos bancos das Lans Houses. Partindo desta inquietação problematizamos alguns elementos da cultura atual aqui especialmente singularizados pelo uso compulsivo dos videogames de guerra que parecem estar promovendo mudanças na constituição identitária e subjetiva dos jovens, incitando-os a comportamentos compulsivos e aditivos. Assim, o presente estudo versa sobre a subjetividade dos jovens mediante os videogames, analisando mais detidamente os de guerra, que parecem contribuir para uma danificação formativa desses sujeitos. Para desenvolver este argumento, temos a necessidade de refletir sobre a condição da juventude, suas particularidades, sua socialização e, portanto, da construção identitária dos sujeitos no mundo contemporâneo, pois nossa hipótese sugere que os adolescentes na atualidade parecem estar atrelados ao indiferenciado constitutivo do tecido social, de forma heterônoma, refletindo-o, ou seja, ocorre nesse processo um acirramento à tendência de ausência de fronteiras entre o público e o privado, a infância e o campo adulto, o virtual e o real, a função formativa da escola e a sua apropriação pela indústria cultural. Esta análise se apóia também, na ideia de que as instâncias tradicionais da educação família e escola têm dividido com as instituições mediáticas uma responsabilidade educativa. Constatando assim uma nova estruturação no campo da socialização, busca-se uma perspectiva relacional de análise entre essas instâncias, a fim de apreender a especificidade do processo de construção de identidade dos sujeitos na atualidade. Para dimensionar as formas atuais de constituição da subjetividade recorreu-se também a alguns conceitos da psicanálise. A perda da autoridade familiar e do professor mencionada já há muito por Hannah Arendt, referindo-se ao engodo da socialização das modernas sociedades de massas, resultaria em uma verdadeira fraude da vida pública e conseqüentemente da função pública da escola. Poderíamos inferir que esse declínio da autoridade incide, no campo do psíquico, sob a forma de uma espécie de patologização da idealização (ou seja, não há quem se admirar) e está comprometendo os processos de identificação secundários, sobretudo, o que na adolescência pode estar contribuindo para abalar seriamente suas bases narcísicas (facilitando esses vícios ou comportamentos aditivos). Dentro dessas perspectivas nos processos de subjetivação em foco, parece ocorrer uma tendencial reconfiguração das instâncias psíquicas, como consequência das mudanças fomentadas pelo capitalismo tardio e pelas alterações ocorridas na autoridade paterna, familiar e do âmbito escolar, cujos determinantes parecem indicar uma propensão a comportamentos aditivos (aqui compreendidos através da dependência heterônoma dos sujeitos aos meios imagéticos de entretenimento), como constituintes da personalidade. A análise de tais condutas pode indicar, ainda, em que medida os jovens mimetizam em seus corpos e em suas relações as tendências extremas da sociedade, como a compulsão à repetição.
Bittencourt, Neto Levy Henrique. "God of War: a tragédia Grega na primeira década do séc. XXI." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18091.
Full textThe main objective of this work is to develop a comparative study of the signs that compose the narrative of the digital game trilogy God of War with that ones presents on Greek myths and tragedies. It is intended to understand the tragic narrative in God of War trilogy from the perspective of CS Peirce s semiotics, with the support off specific theories about the Greek tragic period. Were chosen philosophical theories, and historical literature about the tragic period of ancient Greece, by authors such as Albin Lesky, Jean-Pierre Vernant, Pierre Vidal-Naquet and Friedrich Nietzsche. To this end, it starts from a general discussion about the media, especially digital ones. The aim of this approach is to demonstrate how certain aspects of a media pass to another. The content of a medium is always another medium, and thus, over time, the media are in constant interplay. This is an important notion because it is how the tragic sign could reach our age. It is possible to understand this appropriation of a philosophical concept, distant in time and space, through the behavior of the media. The method used to verify the hypothesis of the tragic sign embodiment by the God of War franchise will be the second pragmatism of Charles Sanders Peirce, emphasizing phenomenology and the first branch of logic - the speculative grammar. With this support, we intend to map the signs of the narrative of God of War, as well as verifying the adequacy of theories of the Greek tragedy applied to the game. Though the game to do a free reading of mythology and Greek tragedy, it s possible to see similar elements between the narrative of God of War and the tragic period. Characteristic features of the tragedy appear many times in the trilogy, like the Ares immature to the Kratos dark victory
compõem a narrativa do jogo digital God of War II e os signos presentes nas tragédias e mitos gregos. Pretende-se com o trabalho compreender a questão da narrativa trágica na trilogia God of War, sob a perspectiva da semiótica de C.S. Peirce, ao mesmo tempo em que se utilizam teorias específicas sobre o período trágico grego. Foram escolhidas as teorias filosóficas, históricas e literárias sobre o período trágico da Grécia antiga, de autores como Albin Lesky, Jean-Pierre Vernant, Pierre Vidal-Naquet e Friedrich Nietzsche. Para tanto, parte-se de uma discussão geral sobre as mídias, em especial as digitais. O objetivo dessa abordagem é demonstrar como certos aspectos de uma mídia passam para outra. Todo o conteúdo de uma mídia é sempre outra mídia, e dessa forma, ao longo do tempo, as mídias estão em constante inter-relação. Isto é uma noção importante, pois é desta forma que o signo trágico pode alcançar a nossa era. É possível entender essa apropriação de um conceito filosófico distante no tempo e espaço através do comportamento das mídias. O método utilizado para se verificar a hipótese da corporificação do signo trágico na franquia God of War será o segundo pragmatismo de Charles Sanders Peirce, dando ênfase na fenomenologia e no primeiro ramo da lógica a gramática especulativa. Com esse suporte, pretende-se mapear os signos da narrativa de God of War, assim como verificar a adequação das teorias sobre a tragédia grega aplicadas ao jogo. Apesar de o jogo fazer uma leitura livre da mitologia e tragédia grega, é possível ver elementos similares entre a narrativa de God of War e o período trágico. Traços característicos da tragédia aparecem em muitos momentos da trilogia, da tolice imatura de Ares à sombria vitória de Kratos
Watts, Krista L. "Modeling the use of the AJCN in a tactical environment." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Jun%5FWatts.pdf.
Full textKloeber, Jack M. Jr. "Derivation and application of measures of conformance to Army operations doctrine." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/24386.
Full textDutton, Nathan T. "PARTICIPATORY QUITTING: QUITTING TEXTS AND WORLD OF WARCRAFT PLAYER CULTURE." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1172851023.
Full textSkaret, Michael. "Digitala krigsspel i taktikutbildning." Thesis, Försvarshögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:fhs:diva-2737.
Full textThe Swedish Armed Forces’ budget is getting smaller, that means a lot less practice with real ammunitions and vehicles. Because of this, the interest for digital war games and simulations has increased. But to use games in education you need to know how you are going to implement them. The purpose with this paper has been to examine the possibility of only using a digital war game for learning. Will the participants learn tactics by just playing a game? The impact this could have is that learners could bring the game home and train whenever they wanted to. There are several views that support and reject the idea of using gamebased learning. This paper will focus on describing two of these theories. An experiment was done to examine if the digital game itself could increase the quality of the tactical plans that the participants had made. The experiment had two groups which had an assignment to make a tactical plan on a platoon level, one of the groups also got to play a digital war game before they made the tactical plan. The assessment of the plans was made by a tactical teacher at the Defense Collage and the results of the assessment did not give any results that showed any significant difference from the groups. The game itself did not have any impact on the quality of the plan. But there were indications that the game might have had other impact on its participants.
Boyer, Steven Andrew. "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Atlanta, Ga. : Georgia State University, 2009. http://digitalarchive.gsu.edu/communication_theses/53/.
Full textTitle from title page (Digital Archive@GSU, viewed July 20, 2010) Ted Friedman, committee chair; Alisa Perren, Greg Smith, committee members. Includes bibliographical references (p. 156-169).
Keilen, Brian. "Echoes of Invasion: Cultural Anxieties and Video Games." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1342217874.
Full textHolliday, Cyrus E. "Threat assessment in the new world order." Thesis, Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/30294.
Full textGahnström, Emelia. ""I didn't want to be Rambo, just me, just Ellie" : En genusanalys av ungdomsromanerna Tomorrow, when the war began och The Hunger Games." Thesis, Uppsala universitet, Litteraturvetenskapliga institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-190921.
Full textZetter, Nathaniel Mark. "Warfare by other means : the rhetoric of war and sport in the twentieth century." Thesis, University of Cambridge, 2019. https://www.repository.cam.ac.uk/handle/1810/289758.
Full textRichardson, Thomas J. "First responder weapons of mass destruction training using massively multiplayer on-line gaming." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://handle.dtic.mil/100.2/ADA425028.
Full textHansson, Elin, and Sofie Viberg. "Leka krig: en studie om foraldrars och forskollarares tankar om vapenlek - War games: a study of parents and preschool teachers thoughts on gun play." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34679.
Full textWatson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.
Full textWedin, Tommy. "Fantasy War Game : Spelmotor i PHP." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6218.
Full textFantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare.
Oye, Jon Kjetil, and Stian Forberg. "KnowledgeWar 2.0 : A Pervasive Knowledge War Game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-20984.
Full textCaney, Jonathan. "War termination and the just war tradition 'the ethics of the end game'." Thesis, University of Southampton, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.443054.
Full textForester, Gus. "Was Gawain a Gamer?" Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/249.
Full textPetersson, Casper. "Atenare, spartaner och en handkontroll : En kvalitativ kategoriseringsstudie av historiebruk och historiemedvetande i Assassin's Creed Odyssey och spelets potential i klassrummet." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39040.
Full textAllen, Dean Colin. "'A far greater game' : sport and the Anglo-Boer War." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/52636.
Full textENGLISH ABSTRACT: Today white South Africans take their sport very seriously and at the tum of the nineteenth century this was no different. The key difference however was that a war had erupted between the two Boer Republics (Orange Free State and the Transvaal) and Britain. The Anglo-Boer War of 1899-1902 was fought for the supremacy of South Africa at a time when sport was still developing within the country and like other facets of its culture, it too became entwined within a conflict that was to effect the whole future of Southern Africa. This socio-historical study is an attempt to explore sport during this era and how it impinged upon the relationship between Boer and Briton. A pivotal period in South African history, the account will trace the background and nature of the Anglo-Boer conflict and how a passion for sport was shared by both sides throughout and beyond the hostilities. Britain had indeed introduced its sporting codes to South Africa prior to the war and cricket and rugby in particular were already established within its towns and cities. The origins of both sports will be examined here including the significance of the first tours which took place between South Africa and Britain during this time. The majority of research for this study has been completed in South Africa, predominately within the Western Cape but also during spells in the Free State and Gauteng. Visits have also been made to various sources in the UK including Twickenham and Lords. Whilst published work has been used, concerted efforts have been made throughout to include data obtained from primary sources. The descriptive nature of the work has also necessitated the employment of qualitative methods of analysis with data gathered from archive and literary sources selectively underpinned with information from a number of interviews.
AFRIKAANSE OPSOMMING: Suid-Afrikaanse Blankes is vandag baie ernstig oor hul sport en aan die einde van die negentiende eeu was dit ook nie anders nie. Die belangrikste verskil was egter dat 'n oorlog uitgebreek het tussen die Boererepublieke (Oranje-Vrystaat en die Transvaal) en Brittanje. Die Anglo-Boereoorlog van 1899-1902 is geveg vir die oppergesag van Suid-Afrika toe sport, net soos baie ander fasette van die kultuur, steeds besig was om te ontwikkel in die land. Dit het deel geword van 'n konflik wat die hele toekoms van Suidelike Afrika sou raak. Hierdie sosio-kulturele studie is 'n poging om sport tydens hierdie era te verken en hoe dit die verhouding tussen Boer en Brit beïnvloed het. Hierdie was 'n deurslaggewende periode in die Suid-Afrikaanse geskiedenis en die studie sal die agtergrond en aard van die Anglo-Boerekonflik navors en toon hoe 'n passie vir sport gedeel is deur beide partye ten spyte van al die vyandigheid. Brittanje het inderdaad voor die oorlog sy sportkodes na Suid-Afrika gebring en veral krieket en rugby was alreeds gevestig in die stede. Die oorsprong van beide sportsoorte sal hier bestudeer word, insluitend hoe belangrik die eerste toere was wat in hierdie tyd tussen Suid-Afrika en Brittanje plaasgevind het. Die meeste navorsing vir hierdie studie is in Suid-Afrika gedoen, hoofsaaklik in die Wes- Kaap, maar ook, met tye, in die Vrystaat en Gauteng. Besoeke is ook afgelê in verskeie plekke in die Verenigde Koninkryke, bv. Twickenham en Lords. Terwyl van sekondêre bronne gebruik gemaak is, is daar deurgaans nougeset te werk gegaan om primêre bronne te ontsluit. Die beskrywende aard van die werk het ook die gebruik van kwalitatiewe metode van analise van data genoodsaak. Hierdie data is versamel vanuit argivale en literêre bronne wat goed ondersteun is deur inligting verkry uit 'n aantalonderhoude. iv
Eklow, Joshua Ryan. "My second word was "game"." Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.
Full textGoodwin, John W. "Enemy threat module to the Naval Postgraduate School Logistics War Game." Thesis, Monterey, California: U.S. Naval Postgraduate School, 1987. http://hdl.handle.net/10945/22778.
Full textMiddleton, Victor Eaton. "Imperfect Situation Analysis: Representing the Role of Error and Uncertainty in Modeling, Simulation and Analysis." Wright State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=wright1401726956.
Full textAlmeida, Luciano Aparecido Borges. "God of war – do game ao livro: um mito para duas narrativas." Universidade Presbiteriana Mackenzie, 2017. http://tede.mackenzie.br/jspui/handle/tede/3097.
Full textApproved for entry into archive by Paola Damato (repositorio@mackenzie.br) on 2017-03-14T16:48:28Z (GMT) No. of bitstreams: 2 Luciano Aparecido Borges de Almeida.pdf: 1212930 bytes, checksum: 52125640a05a574f850c458a86b87be8 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
Made available in DSpace on 2017-03-14T16:48:28Z (GMT). No. of bitstreams: 2 Luciano Aparecido Borges de Almeida.pdf: 1212930 bytes, checksum: 52125640a05a574f850c458a86b87be8 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-02-09
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
El juego Dios de la guerra (parte 1), corpus de este estudio, es el punto de partida de esta investigación, cuyo objetivo es examinar el viaje del héroe, el monomito propuesto por Campbell, y su aplicación como patrón narrativo estructural de la trama también para la novela homónima, sin perder de vista el diálogo que los textos establecen con la mitología griega. La importancia de la realización de este estudio radica en la contribución que pretende dar para la comprensión de los elementos narrativos míticos configurados en medios de comunicación digitales e impresos, que comparten una historia común con distintas formas de expresión, ya que los elementos de la narrativa del juego (interactividad, no linealidad, resultado de la acción del jugador e inmersión) en cierta medida difieren de los tradicionales que caracterizan la novela (personajes, narrador, tiempo y espacio). La perspectiva de este trabajo es la intertextualidad, en la cual se examina la presencia efectiva de un texto en otro. A fin de realizar esa tarea, los estudios de Gérard Genette, Joseph Campbell y Souza Brandão Junito ofrecen la base teórica necesaria para el abordaje de los textos, que privilegia el análisis de textos tanto verbales como audiovisuales.
O game God of war (parte 1), corpus desta pesquisa, é o ponto de partida desta investigação, cujo objetivo é examinar a jornada do herói, o monomito proposto por Campbell, e a sua aplicação como padrão narrativo estruturante do enredo também para o romance homônimo, sem perder de vista o diálogo que os textos estabelecem com a Mitologia Grega. A importância de realizar este estudo está na contribuição que se pretende dar para o entendimento dos elementos narrativos míticos que se configuram em mídias, como a digital e a impressa, que compartilham uma mesma história, que encontra formas distintas de expressão, uma vez que os elementos narrativos do game (a interatividade, a não linearidade, resultado da ação do jogador e a imersão), em alguma medida, diferem dos tradicionais (personagens, narrador, tempo e espaço) que caracterizam o romance. A perspectiva deste trabalho é a da intertextualidade, em que se analisa a presença efetiva de um texto em outro. Para realizar esta tarefa, os estudos de Gérard Genette, Joseph Campbell e Junito de Souza Brandão oferecem a fundamentação teórica necessária para o exame dos textos, que privilegiará tanto a análise de textos verbais quanto os textos audiovisuais.
Stitt, Orrin G. "The soldier's dilemma using decision theory to explain American War crimes /." Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Dec%5FStitt%5FMBA.pdf.
Full textAdvisor(s): Franck, Raymond ; Gates, Bill ; Coughlan, Pete. "December 2007." "MBA professional report"--Cover. Description based on title screen as viewed on January 10, 2008. Includes bibliographical references (p. 49-50). Also available in print.