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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Gamer mode : Identifying and managing unwanted behaviour in military educational wargaming

Frank, Anders January 2014 (has links)
Games are rule-governed systems at the same time as they are fiction, simulating or representing a real or an abstract world. This defining characteristic may create for different forms of tensions, that is, at different times players may focus on the rules, the fiction or on both during game play. In military education with games, this poses a problem when the learner becomes too focused on the rules, trying to win at any price rather than taking the representation and what it implies in terms of permissible behaviour seriously. In here we attempt to understand how participants in a wargaming situation act out this tension by studying the interaction between the player and the game in military tactical training. The results first of all confirm that there is a tension – there are occasions where players are mainly concerned with winning the wargame, disregarding what the theme is meant to represent. I propose the term gamer mode to refer to this player orientation: players in gamer mode have an extreme rule-focused interaction, meaning they behave rationally with respect to game rules but irrationally with respect to the portrayed real-life situation they are training for. Gamer mode can probably occur for many reasons. This thesis documents two contributing factors. The first concerns whenever the game does not match players’ expectation on mimicking warfare. In these situations players may find that the game breaks the fragile contract of upholding an accurate representation of warfare. The other factor that may lead to gamer mode are game design features such as explicit reward structures or victory conditions. To remedy the situation, the instructor can, in real-time, actively support players’ orientation towards the game and explain in-game events, keeping them on track. When gamer mode occur I argue that the conditions for learning are compromised as the gaming activity becomes its own learning subject, blurring and overshadowing the learning objective. Although the results suggest that gamer mode is mainly detrimental to learning I conclude that gamer mode is a natural way students will approach games and as such, needs to be dealt with by the instructor. / <p>QC 20141209</p>
2

Ytterliggare antaganden om modern sjöstrid

Ramel Kjellgren, Jim January 2013 (has links)
Denna uppsats undersöker huruvida vi med hjälp av Gustav von Schmalensees modifikation av Lanchesters kvadratiska N2-Law kan bestyrka eller falsifiera teorin att en kustflotta med hjälp av en amfibisk miljö kan slå en på pappret överlägsen motståndare. Den komplexa miljö som en kustremsa eller skärgård utgör påverkar en högsjöflottas kapacitet att utgöra ett hot mot en kustflotta vars taktik är anpassad för terrängen och de synergieffekter som den ger. Uppsatsen försöker påvisa hur stor inverkan variabeln geografi har i sammanhanget. Vidare undersöker uppsatsen huruvida det är möjligt att förbättra von Schmalensees modifikation av Lanchesters N2-Law med hjälp av den faktiska sannolikheten för träff med sjömålsrobot inomskärs respektive utomskärs. Med hjälp av Försvarshögskolans sjökrigsspel Simple Surface Warfare Model (SSM) genomförs ett experiment där teorierna testas empiriskt. Resultaten visar en förbättring i prediceringen av stridsutfall med sjömålsrobot om koefficienten för den faktiska sannolikheten för träff räknas in i ekvationen. Vidare konstateras att en stark korrelation kan ses i en mindre kustflottas överlevnad i amfibisk miljö då de möter en på pappret överlägsen motståndare.
3

Krigslekar : En studie i hur krig omvandlas till lek inom wargaming

Podniesinski, Bartosz January 2015 (has links)
The aim of this study is to examine the transformation of war into play in the context of the hobby called wargaming. The main focus is around Military Simulations (Milsims) using so called airsoft guns, and the miniature game-rules called Force on Force. It also studies how participants create a common understanding of the plays content, and how conceptions of modern conflicts, soldiers and the traumatizing effects of war are perceived and mirrored in wargaming. The investigation is based on interviews with airsoft and figure gamers, as well as an analysis of rulebooks and observations of said wargames. The theoretical frame is Gregory Batesons play frames (as used by Lotten Gustafsson), discourse theory and Actor-Network-theory, showing the importance of human and material interactions – articulations - within the context of playing. This investigation also relies heavily on the conclusions regarding Wargaming made by P.A.G. Sabin. Using meta-communication and performance, participants create the play frame where their conceptions of modern warfare are played out. Physical objects are an important part of the play frame, affecting the performance of the participants. The study also shows how common prejudices, like the portrait of an irrational and bloodthirsty Muslim, prevail. Women are welcomed to join these male dominated games, but are strongly feminized, making it difficult to enter on even terms. The study concludes that the articulations used to transfer war into game reflect the participants apprehensions of gender, culture, anti-heroes and the military; even though wargamers themselves see their play as being relatively distanced from the ”real” worlds opinions and conceptions.

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