000 01887nam a22003017a 4500
001 sulb-eb0015288
003 BD-SySUS
005 20160405134429.0
008 120821s2013||||enk o ||1 0|eng|d
020 _a9781139579872 (ebook)
020 _z9781107036956 (hardback)
020 _z9781107684423 (paperback)
040 _aUkCbUP
_beng
_erda
_cUkCbUP
050 0 0 _aU310
_b.V327 2013
082 0 0 _a793.9/2
_223
100 1 _aCreveld, Martin van,
_eauthor.
245 1 0 _aWargames :
_bFrom Gladiators to Gigabytes /
_cMartin van Creveld.
264 1 _aCambridge :
_bCambridge University Press,
_c2013.
300 _a1 online resource (341 pages) :
_bdigital, PDF file(s).
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
500 _aTitle from publisher's bibliographic system (viewed on 04 Apr 2016).
520 _aWhere 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.
776 0 8 _iPrint version:
_z9781107036956
856 4 0 _uhttp://dx.doi.org/10.1017/CBO9781139579872
942 _2Dewey Decimal Classification
_ceBooks
999 _c37132
_d37132