Military, Science, and Education Get into the Game

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Authors: Brian J. Wardyga
Cited by: 0

Abstract

This chapter reviews early war games such as Königsspiel , Kriegsspiel , and SAFE (Strategy and Force Evaluation) , followed by coverage of military simulation technology (featuring Tactical Engagement Simulation [TES] ). Coverage of interactive computer programs used by the military includes The Bradley Trainer , Multipurpose Arcade Combat Simulator , Marine Doom , America’s Army , Full Spectrum Warrior , and DARWARS (including DARWARS Ambush! , Tactical Language & Culture Training System , Game After Ambush , and Tactical Iraqi ). Virtual battlefields are also discussed, featuring the Virtual Battlespace series and VIRTSIM . This chapter reviews exposure therapy and video games in science including serious games, simulations used in medical education, commercially available medical simulation titles, the Serious Games Showcase and Challenge, and games with a purpose ( ESP Game , Foldit , and Eterna ). Adaptive gaming equipment such as NES Hands Free controller, Xbox Adaptive Controller, and Access Controller are also discussed. The science section concludes with video game research on the negative and positive side effects of video games such as aggression, desensitization, video game addiction, learning, Stroop effect test, self-determination theory (SDT), and virtual reality therapy (VRT) and studies on brain development by Kühn and Gazzaley. This chapter concludes with technologies in education such as simulators, life simulation, game-based learning (GBL), popular COTS games and educational video game websites, Minecraft , schools specializing in gaming (Quest to Learn and ChicagoQuest), and The Princeton Review’s top schools to study game design.

Fields of Study & Subjects

Educational Games and Gamification Digital Games and Media Simulation and Modeling Applications

Publication details

Journal / source
CRC Press eBooks
Pages
369–398
Publication date
5 March 2026
Language
EN
Document type
Book chapter