Wargaming and Computer Games: Fun with the Future


Crogan Patrick
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

This essay explores aspects of the history of wargaming in order to develop fresh perspectives on the analysis of contemporary computer games. Wargaming is considered in relation to the ludological approach to games studies with a view to developing an understanding of the marginality of narrative content in games that ludology takes as its point of departure. Wargaming is interpreted as a forerunner of contemporary modelling and simulation practices. It is associated with the modern project of programming the future by the rational means of mathematically-based measurement and projection. The influence of wargaming on contemporary computer gaming is discussed and the appeal of computer games is explored in terms of a modulation of this modern project.

 

Unexpected game calculations in educational wargaming: Design flaw or beneficial to learning?


Frank Anders
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This paper describes situations where learning games are not perceived by the player as being realistic. In educational wargaming this is seen when the game calculates battleoutcomes. Defined as unexpected game calculations, these incidents can cause players to adopt a Gamer Mode attitude, in which players reject the idea that the game accurately portrays warfare. In a study involving cadets playing a commercial strategic wargame as part of their course in war science, unexpected game calculations emerged and resulted in different user responses. Although user responses risked damaging the worth of learning from gaming, this paper argues that these incidents could enhance learning, as the cadets became interested and keen on finding rationales to why and how unexpected calculations occur.