– #Debunking the Gaming Industry on a Collage of Past Files and Present Records –
TESS: Where'd you learn to fly a plane? FINN: Playstation. (Fool's Gold)
IN THE ATTIC!
Sometimes, stuff is found in one's Attic, thought to’ve been lost a long time ago. It's not always the Toys in the Attic[1]. Kind of appearing out of nowhere, a strangely inconspicuous box is catching one's attention, a Still Life of material existence hadn't been heard of.
Ducking oneself, crawling into the furthest corner, pulling it out and opening it, folders and binders bearing yellowish sheets of paper are displaying signs of wear and tear. It seemed, the uneasy Fount of an on-going Quiet Riot inside one's consciousness and conscience was eventually found.
Upon closer inspection, the quietsome though ecstatic content is transpiring kind of a toxic panache of youthful freshness, devoid of adult bias and dullness, brimming with Enlightening Ideas to be released and spread again.
How about letting this feature be giving it a try?
AMUSED TO DEATH![2]
The Milgram Experiments on Obedience[3] and specifically some of the most recent Movie Motion Pictures like A Clockwork Orange[4] and One Flew over the Cuckoo’s Nest[5] featured Applications of electric Shocks on human Probands, suggesting dreadful exposure to electric Power. Whereas, scientific research puts forward much softer Methods of sustainable Conditioning.
RAT: Not to be confused with the Amygdala[6], the Centre of Pleasure made up of the Limbic System[7] and Hypothalamus[8] are allocated deep inside the animic and human Cerebral Cortex[9]. By natural means, it remains non-addressable for Living Beings.
If an implanted artificial device such as a Short Circuit rendered self-administered permission to triggering this section of Key Stimulus, maximum Pleasure could be exercised infinitely.
Accordingly, a Lab Rat inevitably tends to have amused itself to Death. It no longer seems to be investing time and effort in its own Well-Being in terms of eating or drinking.
While starving, dying of thirst and eventually dying, the rat is enjoying the Ultimate State of Happiness[10].
MAN: In billions of years of Evolution, Man like any other Living Being had been programmed to assure Survival and Reproduction on Incentives of Pleasure.
Then, so-called Cultural Development began emerging gradually. Beyond the Diencephalon's[11] basic utility, an uneasy process of Learning by (not) Doing and (not) Concluding started kicking in, broadening Primitive Man's Key Insight beyond the short-livedness of satisfying animic Pleasures.
Whereas the Sublimination of ordinary Desires was found to be channelling creative and constructive Powers into substantiating lasting Accomplishments to an Individual’s singular and a Society’s plural benefit, correlating with each other.
In a figurative sense, the Sedentary and Hunter arrested in the Here and Now turned future-oriented Farmer, Producer and Economist.
What’s a typical expression of Pleasure and its Fatigue?
For example, sexual Gratification does not generate lasting Fulfillment. Following Intercourse or any other substitute Expression of the like, previous sensations of Dissatisfaction and inner Hollowness inevitably tend to be returning, unless being sexually healed endlessly.
Unlike voluntary adult-film Actors, forced Sexmates and Bonobos[12], socialised and civilised Man can't be meeting hormonally pressing Urges at the expense of other basic Needs and Tasks, complementary Obligations and peripheral trivial Pastimes of Fulfillment.
Hence, a Sublimination of such Energy Potential of primitive Force delegated to favouring creative Dispositions and constructive Powers serving the Plural of Society and the individual's interest in his own right have accounted for the Blueprints of the great ancient and modern Concepts of Man.
HALF-LIFE OF COLLECTIVE MEMORY![13]
Regardless of the kind of storage Mmedia, i.e. folk memory, papyrus Leaf, Kymograph, Phonograph; Photography, Cinematography; magnetic Tape, Diskette and hard Disk, recorded i.e. stored Information prove nothing but accumulated Dead Abstracta of Human Perception; remaining useless as long as we deny learning our Lessons from History.
Man without Mind, Mind without Memory, Memory without Responsibility, Humanity without Enlightenment on her own account is likely to defy any kind of Memory Technology[14], for it can't substitute for human Consciousness and Conscience.
ENTERTAINMENT NO MATTER WHAT!
Who[15] may incliningly afford to devote himself to Entertainment, Games and Sports in Apocalyptic Times of Aggravation[16], Climate Change[17], Neo-Extremism[18], Migration Crises[19] and War[20]?
Some atheistic socio-critics reckon, Hell on Earth is only to prevent those ascending to the Cosmic Firmament from running out of things to talk about in a Paradise of Harmony and Boredom in the Heavens up above.
AND NOW, THIS!
This nagging essay is to continue rendering incentives to answering questions having neither sufficiently nor publicly been voiced yet.
In bullets: Apathy? Appetite? Amusement? Atrocity? Addiction? Amalgamations of Mortal Amusement?
Hence, the corresponding shareware of information and insights is not being concerned with the cultural significance and historical Evolution of Games[21], Gam(bl)ing and sorts of equivalents like Sports[22], the Entertainment Industry altogether or the Games People Play[23].
Nonetheless, implicitly sketching the cultural Context of joyful Pastimes[24] by means of peaceful social Competition is remaining significant in a particularly critical respect.
What does Game supposed to mean[25]? How about Computer Game[26], Video Game[27] Why do we (have/need/want to) play Games?[28]
Unless one enjoys Peg Solitaire, who plays table, i.e. silly party Games or serious ones like Chess nowadays, just for the sake of having fun or experiencing self-verification in company?
As a matter of fact, people across all Age Groups – especially in the developed countries – have increasingly come to appreciate all kinds of Home Computer Games. These Video Games prove much more than mere clichés of traditional Concepts of Gam(bl)ing.
Starting at the beginning of the 1970s, the first stationary Computer Game Consoles introducing Arcade Games[29] made their first appearance in the so-called Amusement Arcades[30], still featuring Pocket Billiard Tables, Pinball[31] Machines and other kinds of Games Inventory.
Back in the day, Computer Simulation[32] had already been considered old hat. In the meantime however, the Gam(bl)ing Industry[33] has turned into somewhat of a Megalomaniac Monster of Ubiquitious Entertainment[34] and Exuberant Value Creation.
HYPES, BUBBLES, COLLAPSES!
Hype and Collapse have always proven two sides of the same coin, bearing wishful Thinking coupled with self-fulfilling Prophecy and inevitable Disillusionment.
Is such kind of Value Creation supposed to suggest Gross National Product is all about Gam(bl)ing?!!!
Most of the Emerging Economies‘ and Third World Countries‘ Gross National Product is all about economic Reliance and Dependence on some privileged People’s Slum Tourism[35].
The Millennial Turn proposed Gross National Product was to be all about IT, i.e. Information Technology[36].
Had Peter Drucker foreseen The New Realities[37] of an Economy on Gam(bl)ing, he might’ve either refrained from writing a book of such kind. Quite likely, he would’ve tried tapping into the feasibility of a Society or Morons dividing in Gamers, Workers and Hybrids.
By the way, what were these New Realities about, back in the day?
Drucker’s presumption, The New Realities[38] had already introduced a Raw Materials and Industrial Economy[40] having become uncoupled, lacked lexical precision[41], for both have always embodied the Real Economy. More specifically, manufacturing semi-finished goods and end products bear on manpower, fossil fuels and raw materials.
At the time of Drucker’s aforementioned publication, the Finance Sector seemed to have detached itself from the Real Economy insofar as the Bretton Woods Agreement[42] had already been repealed having no longer required an exchange of Gold for U.S. currency.
Amusing ... sorry ... assuming the Real Economy and Financial Sector having gained autonomy from one another recommends, reflecting on the extent to which the digitisation[43] of businesses, governmental, public and social services has brought about a third entity having gained self-propelling momentum, i.e. the Virtual Economy, particularly the algorithmically biased Financial Sector and Virtual Currency Market[44].
The Virtual Economy and Financial Sector undoubtedly depend on the Industry as much as the latter bears on the Raw Materials Economy, itself relying on Earth’s natural resources. Wag the dog! Over the past three decades – especially reviewing the internet’s emergence taking effect in the mid 1990s – this bottom-up cause-effect relation has (virtually) been turned upside down.
Do you get it?
Oh, y’don’t! Well, Cree Indian wisdom suggests, you cannot eat money[45].
A Society’s economic and financial Standing, as much as its social and cultural Life and Living; its Future can‘t be resting on Gam(bl)ing!
GAM(BL)IFICATION!
Societal Digitisation coupled with Gam(bl)ification impacting the Economy[46] (Industry, Military), Education[47] (Creativity), History[48], Law[49], Politics[50], Psychology[51], Social Science[52] (Engineering) and Society[53] per se has brought about specific Classes of Games, introducing State of the Art Computer Simulation[54]. Such Technology is capable of emulating Visions … sorry … Illusions[55] of Reality and the Future[56], paradoxically amalgamating civilian Joy of Gam(bl)ing with economic, educational, historical, legal, political, psychological and social ambitions of societal Priming and Framing.
KAREN: Take a look. / MICHAEL: Looks great. Sit, please. / KAREN: Looks great. Sit, please. / MICHAEL: Now just - empty your head. / KAREN: Empty my head? / MICHAEL: Okay, relax. / KAREN: Empty my head and relax? (Brainstorm)
CALL OF DUTY!
Despite its peaceful Premises, why does. e.g. the World of Sports[57] still favour voicing War‘s[58] Metaphorisms[59], while both continue emphasising the Competitive and Combantant Joy Ride of Gam(bl)ing – Gam(bl)ing itself incorporating and coupling Paraphernalia[60] as much as Peripheries of Sports and War – eventually proving conducive to solidifying the ground for an implicitly Para-Militarised Societal Mindset?
To what extent has the Army Profession[61] and Military Technology contributed to the Militarisation[62] of the Gam(bl)ing Industry, its Producers and Consumers, Society’s Para-Militarisation in general?
To what extent does the Concept of Cyber War[63] epitomise an odd Symbiosis of the aforementioned Phenomenologies?
To what extent has the Virtualisation of War in the Cyber World led to a perceptional Deflection from its devastating Consequences taking long-lasting Effect in the Real World.
To what extent has the tacit – seemingly idiopathic – popular Synchronisation of Armed and Civilian, i.e. Common Bias towards War Games and the like yielded a homogenous and discreet Force of Societal Aggression favouring and preparing for Conducting (Cyber) War?
That’s pretty much it for now and a Penny for your Thoughts!
Frame of Reference
Homebodies Blinded by the (Screen) Light!
[1] Toys In The Attic - YouTube
[2] "Amused to Death": Speaker‘s Transcript – The Impact of Self-Administered Electric Shocks on a Lab Rat's "Centre of Pleasure" and its Consequences on Mankind's Mental Health and Physical Condition (1978 / 8th Grade / Social Studies / Documentary / Super 8 Film / Discussion)
[3] Milgram experiment (Wikiped)
[4] A Clockwork Orange (film) (Wikiped)
[5] One Flew Over the Cuckoo's Nest (film) (Wikiped)
[10] Note: When Neil Postman started writing AMUSING OURSELVES TO DEATH he might’ve had a senstion of such kind in his mind. ––– Neil Postman, Amusing Ourselves to Death: Public Discourse in the Age of Show Business (postgrowth.ca) ––– Neil Postman on audiovisual entertainment, education, culture, politics 1988 - YouTube ––– related: Neil Postman, Technopoly: The Surrender of Culture to Technology (archive.org)
[13] "Half-Life of Collective Memory": Transcript of handwritten Class Notes – Why haven’t we learnt our lessons from history? (1980 / 10th Grade / History / Discussion)
[14] The Political Economy of Cultural Memory in the Videogames Industry (digicults.org)
[15] Child poverty | UNICEF: An estimated 356 million children live in extreme poverty. ––– The forgotten 3 billion | Brookings: There are 3.4 billion people who are seemingly forgotten, not extremely poor, not part of the middle class, and not rich. Who are they? The missing group is perhaps best described as the “vulnerable.” They are not poor enough to feature prominently in the poverty and inequality discourse ... .
[16] Related feature: Damocles‘ Exit Light! (Cal Caleido’s Substack)
[17] Related feature: Soothe the Lion‘s Tooth (Cal Caleido’s Substack)
[18] Related feature: Behemoth’s Unresolved Simplexities! (Cal Caleido’s Substack)
[19] Related feature: Desert Dune Drifters! (Cal Caleido’s Substack)
[20] Related features: Putin's Echo Chamber. - Cal Caleido’s Substack ––– Faithless Lion King (Cal Caleido’s Substack) ––– Telegramme: Rien Ne Vas Plus, Niger. (Cal Caleido’s Substack)
[21] Board and Table Games From Many Civilizations (archive.org)
[22] The Future of Sport - Forces of change that will shape the sports industry by 2030 (deloitte.com) traditional Sports and Games a Tool for Intercultural Learning (salto-youth.net)
[23] Eric Berne, Games People Play (usmf.md)
[24] Note: Playing games in the sense of enjoying socio-economic privilege in a Material World. ––– related by analogy: Thorstein Veblen, Theory of the Leisure Class (columbia.edu)
[25] Note: Engaging in an activity for amusement or fun.
[26] Note: Game played using a computer, typically a video game.
[27] Note: Video game played using a computer, emulating and featuring simulations of real and/or fictional characters as well as objects embedded in a virtual environmental landscape or pseudo-cosmic sphere.
[28] Why do people play games? A meta-analysis (tuni.fi) ––– Social aspects in game accessibility research - a literature review (digra.org) ––– Social Impact Games - Do they work? (knightfoundation.org)
[29] Arcade game (Wikiped) ––– related: History of video games (Wikiped) ––– The Complete History of Video Games (digitpress.com)
[30] Amusement arcade (Wikiped)
[31] The Who - Pinball Wizard (Live at the Isle of Wight, 1970) - YouTube
[32] Computer simulation (Wikiped): Computer simulation developed hand-in-hand with the rapid growth of the computer, following its first large-scale deployment during the Manhattan Project in World War II to model the process of nuclear detonation. It was a simulation of 12 hard spheres using a Monte Carlo algorithm. Computer simulation is often used as an adjunct to, or substitute for, modeling systems for which simple closed form analytic solutions are not possible. There are many types of computer simulations; their common feature is the attempt to generate a sample of representative scenarios for a model in which a complete enumeration of all possible states of the model would be prohibitive or impossible. ––– Simulation, History and Computer Games (mit.edu)
[33] The Global Video Game Industry Takes Center Stage (morganstanley.com) ––– Understanding the business model in the video game industry (diva-portal.org) ––– The Video Gaming Industry (from play to revenue) (ceon.rs) ––– Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (marketingcenter.de) ––– Essential about the Computer and Video Game Industry (theesa.com) ––– Gaming Industry - Facts, Figures and Trends (clairfield.com) ––– Analysis of the Video Gaming Industry (diva-portal.org) ––– Empirical investigation of key business factors for digital game (arxiv.org) ––– Technological Content and Market Convergence in the Games Industry (psu.edu) ––– Game Production Studies (oapen.org) ––– Games Industry Careers (screenskills.com) ––– Gaming as a Service (lu.se) ––– related: Sports and eSports A Structural Comparison (kobv.de) ––– Comparison of eSports and Traditional Sports - Consumption Motives (ed.gov) ––– A comparison between professional traditional sports and electronic sports (theseus.fi)
[34] Perspectives from the Global Entertainment & Media Outlook 2023–2027 (pwc.com)
[35] Opposites: Slum tourism (Wikiped) ––– Tourists & their Negative Impact on the Country (ivint.org) ––– Impact of tourism development upon environmental sustainability: a suggested framework for sustainable ecotourism - PMC (nih.gov) ––– Sustainability | Free Full-Text | The Impact of Tourism Quality on Economic Development and Environment: Evidence from Mediterranean Countries (mdpi.com) ––– Pro-Poor Tourism, Harnessing the World’s Largest Industry for the World’s Poor (iied.org) ––– Tourism in the Developing World, Promoting Peace and Reducing Poverty (usip.org) ––– Tourism an important force to reduce poverty and foster global solidarity – UN | UN News
[36] What Was the Dot-Com Bubble & Why Did It Burst? - TheStreet ––– DotCom Mania - The Rise and Fall of Internet Stock Prices (pages.stern.nyu.edu) ––– The Dot-Com Bubble, the Bush Deficits, and the U.S. Current Account (nber.org)
[37] The New Realities : Drucker, Peter F : Internet Archive: The American experience and its lessons: The first lesson of the American experience is that the raw material economy and the industrial economy have become uncoupled. For the developed non-communist countries the raw material economy has become marginal. (..) By 1989 the raw material economy world-wide had been in its most serious and most prolonged depression ever for almost a decade. Yet the industrial economies were booming. Equally important: the economy is steadily becoming less material-intensive. … The newest energy’ of all – information – has no raw material or energy content a all. It is totally knowledge-intensive’. Manufacturing is increasingly becoming uncoupled from labour. (..) Where none of the traditional factors of production’ – land, labour and money – determines competitiveness or competitve advantage any longer, trade is increasingly being replaced by investment as the world economy’ s economic driver. Investment used to follow trade. Now trade follows investment.
[38] The New Realities : Drucker, Peter F : Free Download, Borrow, and Streaming : Internet Archive: The American experience and its lessons: The first lesson of the American experience is that the raw material economy and the industrial economy have become uncoupled. For the developed non-communist countries the raw material economy has become marginal. (..) By 1989 the raw material economy world-wide had been in its most serious and most prolonged depression ever for almost a decade. Yet the industrial economies were booming. Equally important: the economy is steadily becoming less material-intensive. … The newest energy’ of all – information – has no raw material or energy content a all. It is totally knowledge-intensive’. Manufacturing is increasingly becoming uncoupled from labour. (..) Where none of the traditional factors of production’ – land, labour and money – determines competitiveness or competitve advantage any longer, trade is increasingly being replaced by investment as the world economy’ s economic driver. Investment used to follow trade. Now trade follows investment.
[40] Global Map of Material Flows in Total (viewsoftheworld.net) ––– Worldmapper | rediscover the world as you've never seen it before ––– Global Map of Fossil Fuel Flows (viewsoftheworld.net) ––– Worldmapper | rediscover the world as you've never seen it before ––– GDP per person World map | SIMCenter (wrsc.org)
[41] Related: Grammar (Wikiped) – Sentence (linguistics) (Wikiped) – Syntactic Structures (Wikiped) – Vocabulary (Wikiped) – Ambiguity (Wikiped) – Vagueness (Wikiped) – Semantics (Wikiped) – Supervaluationism (Wikiped) ––– Information theory (Wikiped) – Fuzzy logic (Wikiped) ––– Linguistics (Wikiped) – Neurolinguistics (Wikiped) – Psycholinguistics (Wikiped) ––– Noam Chomsky - Syntactic Structures (tallinzen.net) ––– Peter Chen, Entity Relationhip Model (dragon1.com) – Peter Chen, Entity-Relationship Modeling: Historical Events, Future Trends, and Lessons Learned (lsu.edu) ––– Parsing (tohoku.ac.jp) ––– Sentence Patterns (towson.edu)
[42] Bretton Woods Agreement and the Institutions It Created Explained (investopedia.com) ––– About the IMF: History: The end of the Bretton Woods System (1972–81)
[43] Noam Chomsky - Syntactic Structures (tallinzen.net) ––– Peter Chen, Entity Relationhip Model (dragon1.com) – Peter Chen, Entity-Relationship Modeling: Historical Events, Future Trends, and Lessons Learned (lsu.edu) ––– Parsing (tohoku.ac.jp) ––– Sentence Patterns (towson.edu)
[44] Satoshi Nakamoto, Bitcoin: A Peer-to-Peer Electronic Cash System ––– related: Fed warns of 'economic ruin' when governments print money to pay off debt (cnbc.com) – How ‘Spoofing’ Traders Dupe Markets - WSJ – 10 Tips To Avoid Common Financial Scams (investopedia.com) – Money creation, bank profits, and central bank digital currency | VOX, CEPR Policy Portal (voxeu.org) – Money Creation in Fiat and Digital Currency Systems (imf.org) – Money Creation in Fiat and Digital Currency Systems (researchgate.net) – Digital Cash: Why central banks should issue digital currency (positivemoney.org) – Banks do not create money out of thin air | VOX, CEPR Policy Portal (voxeu.org) ––– listen! Dee D. Jackson - Automatic Lover (1978) - YouTube
[45] When the Last Tree Is Cut Down, the Last Fish Eaten, and the Last Stream Poisoned, You Will Realize That You Cannot Eat Money – Quote Investigator
[46] Video Games in the 21st Century - 2020 Economic Impact Report Final (theesa.com) ––– The Digital Games Industry and its Direct and Indirect Impact on the Economy (core.ac.uk)
[47] Video Games - Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age (vcu.edu) ––– Video Games and Education (oecd.org)
[48] Figuratively: Games of History: Games and Gaming as Historical Sources (oapen.org)
[49] The Legal Status of Video Games (wipo.int) ––– U.S. Video Game Industry - Technological Advancements and Privacy Issues (uoregon.edu)
[50] The Gaming of Policy and the Politics of Gaming (mit.edu) ––– Let’s Play Democracy, Exploratory Analysis of Political Video Games (mit.edu) ––– The Politics of Game Canonization (digra.org)
[51] The Benefits of Playing Video Games (apa.org)
[52] Social Simulation and Engineering Tool: Computer Simulation in Social Science. (ed.gov) ––– Agent-Based Modeling for Social Simulations (uni-mannheim.de) ––– Game-line Simulation Tools: S³ - Social-network Simulation System with Large Language Model-Empowered Agents (arxiv.org) ––– NetSim: A Social Networks Simulation Tool in R (ethz.ch) ––– How To Model The “Human Factor” For Agent-Based Simulation In Social Media Analysis (uni-trier.de) ––– Gaming applications: Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan (scitepress.org)
[53] The Video Game Industry and its Influence on Society (uji.es) ––– The Impact of Games on Gamers and Society (flinders.edu.au)
[54] Computer simulation (Wikiped) ––– Computer Modeling & Simulation (uoc.edu) ––– Introduction to Mathematical Modeling and Computer Simulations (e-bookshelf.de) ––– Abstraction and Analogy-Making in Artificial Intelligence (arxiv.org) ––– related examples in science, industrial and service engineering: Computer Simulation in Physics and Engineering (cern.ch) ––– Interactive Method for Service Design Using Computer Simulation (informs.org)
[55] Are You Living in a Computer Simulation? (simulation-argument.com)
[56] Media-related socio-econo-scientific Outlooks on the Future ––– books: Marshall McLuhan, Mechanical Bride (gu.se) ––– Marshall McLuhan, The Gutenberg Galaxy - The Making of Typographic Man (iczhiku.com) ––– War and peace in the global village : Marshall McLuhan : Internet Archive ––– The Marching Morons : Kornbluth, C. M. (Cyril M.) : Internet Archive ––– Neil Postman, Amusing Ourselves to Death: Public Discourse in the Age of Show Business (postgrowth.ca) ––– related: Neil Postman on audiovisual entertainment, education, culture, politics 1988 - YouTube ––– Neil Postman, Technopoly: The Surrender of Culture to Technology (archive.org) ––– | ––– movies: BrainStorm - YouTube ––– Wall-E ... Social Media funny fat people - YouTube
[57] 'The war and battle analogies devalue sport and what sport is' (irishexaminer.com): “That meant we had to take the bodies of entire families, elderly people, children, infants out of those buildings. You’re talking about decapitation, limb separation, horrific burns. That’s what war is. It’s about the killing of civilians and it’s the most squalid, sordid, appalling thing - the lowest thing as a species we’re capable of. We’re the only species on the planet with moral agency, but what is happening now in Ukraine, that is the absolute end of the line. Killing innocent women and children. And sport is the very opposite of that. It’s a beautiful thing, a cultural activity where people find expression and find they can self-actualise. People can express themselves in sport.“
[58] Metaphor and War The Metaphor System Used To Justify War In The Gulf (wordpress.com) ––– related: Center for Research in Language, Foreign Policy by Metaphor (escholarship.org)
[59] – paradoxically bearing on Sports –
[60] Paratextualizing Games - Investigations on the Paraphernalia and Peripheries of Play (transcript.de)
[61] Examples Arms Professionalisation: America's Military - A Profession of Arms (jcs.mil) ––– DoD Law of War Manual 2016 (defense.gov) ––– Military Computer Games and the New American Militarism (nottingham.ac.uk) ––– Forging Wargamers - A Framework for Professional Military Education (usmcu.edu)
[62] War, time, and military videogames: heterogeneities and critical potential (whiterose.ac.uk) ––– Fundamentals of War Gaming (apps.dtic.mil) ––– War Gamers Handbook (dtic.mil) ––– War in Video Games - Between Reality and Entertainment (e-ir.info) ––– Wargaming a Chinese Invasion of Taiwan (naval.com.br)
[63] Understanding Cyber Conflict (carnegieendowment.org) ––– Cyber Uncertainties Observations from Cross-National War Games (ethz.ch) ––– related: Virtuous War/Virtuous Theory (fes.de)