War Board Summary


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Soldiers of the Pen


Book Description

From 1942 to 1945, a small, influential group of media figures willingly volunteered their services to form the Writers' War Board (WWB), accepting requests from government agencies to create propaganda. Members included mystery writer Rex Stout, Pulitzer and Nobel Prize winner Pearl S. Buck, novelist and sports writer Paul Gallico, Book-of-the-Month Club editor and popular radio host Clifton Fadiman, and Broadway lyricist Oscar Hammerstein II. The WWB mobilized thousands of other writers across the country to spread its campaigns through articles, public appearances, radio broadcasts, and more. The WWB received federal money while retaining its status as a private organization that could mount campaigns without government oversight. Historian Thomas Howell argues that this unique position has caused its history to fall between the cracks, since it was not recognized as an official part of the government's war effort. Yet the WWB's work had a huge impact on the nation's wartime culture, and this fascinating history will inform contemporary thinking on propaganda, the media, and American society.




Achievement Relocked


Book Description

How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.




Bring the War Home


Book Description

The white power movement in America wants a revolution. It has declared all-out war against the federal government and its agents, and has carried out—with military precision—an escalating campaign of terror against the American public. Its soldiers are not lone wolves but are highly organized cadres motivated by a coherent and deeply troubling worldview of white supremacy, anticommunism, and apocalypse. In Bring the War Home, Kathleen Belew gives us the first full history of the movement that consolidated in the 1970s and 1980s around a potent sense of betrayal in the Vietnam War and made tragic headlines in the 1995 bombing of the Oklahoma City federal building. Returning to an America ripped apart by a war that, in their view, they were not allowed to win, a small but driven group of veterans, active-duty personnel, and civilian supporters concluded that waging war on their own country was justified. They unified people from a variety of militant groups, including Klansmen, neo-Nazis, skinheads, radical tax protestors, and white separatists. The white power movement operated with discipline and clarity, undertaking assassinations, mercenary soldiering, armed robbery, counterfeiting, and weapons trafficking. Its command structure gave women a prominent place in brokering intergroup alliances and giving birth to future recruits. Belew’s disturbing history reveals how war cannot be contained in time and space. In its wake, grievances intensify and violence becomes a logical course of action for some. Bring the War Home argues for awareness of the heightened potential for paramilitarism in a present defined by ongoing war.




War Board Activities


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Wargaming for Leaders: Strategic Decision Making from the Battlefield to the Boardroom


Book Description

If you had the opportunity to probe the future, make strategic choices, and view their consequences before making expensive and irretrievable decisions, wouldn't you take advantage of it? Of course you would. And in a world of asymmetrical conflict, security threats, intense global competition, and economic uncertainty, there is an even higher premium on road-testing plans and strategies--whether they're spearheaded by government organizations, transnational corporations, or emerging megacommunities. Wargaming for Leaders provides a methodology to get at the issues that one leader, no matter how visionary, cannot grasp on his or her own. How? By bringing together the real experts on the topic at hand to wage “cognitive warfare.” Through tapping the collective wisdom surrounding an issue, experts can experience the future in a risk-free environment and find answers to questions that had not been on their radar--often with unexpected and startling results. With examples from the fields of military, corporate, and public policy, three wargaming developers from Booz Allen Hamilton deliver compelling insights on this problem-solving method, including fascinating details on how A large equipment manufacturer determined whether making a merger was strategically right for its business growth, as well as which technology investments it needed to drop A four-star U.S. general tested his war plan for Iraq and uncovered specific fixes that might have prevented a prolonged conflict An increasingly clogged air-traffic system faced a security-versus-convenience issue determined whether military airspace could be used during peak demand periods Wargaming allows organizations of every type and every size to organize information, plot out scenarios, and tap into the collective expertise of participants. The results allow everyone to identify and tackle obstacles, solve problems, and find new ways to innovate and further performance goals. Get ready for the battle of your organizational life--and prepare to reap the spoils of victory.




A Game of Birds and Wolves


Book Description

As heard on the New Yorker Radio Hour: The triumphant and "engaging history" (The New Yorker) of the young women who devised a winning strategy that defeated Nazi U-boats and delivered a decisive victory in the Battle of the Atlantic. By 1941, Winston Churchill had come to believe that the outcome of World War II rested on the battle for the Atlantic. A grand strategy game was devised by Captain Gilbert Roberts and a group of ten Wrens (members of the Women's Royal Naval Service) assigned to his team in an attempt to reveal the tactics behind the vicious success of the German U-boats. Played on a linoleum floor divided into painted squares, it required model ships to be moved across a make-believe ocean in a manner reminiscent of the childhood game, Battleship. Through play, the designers developed "Operation Raspberry," a counter-maneuver that helped turn the tide of World War II. Combining vibrant novelistic storytelling with extensive research, interviews, and previously unpublished accounts, Simon Parkin describes for the first time the role that women played in developing the Allied strategy that, in the words of one admiral, "contributed in no small measure to the final defeat of Germany." Rich with unforgettable cinematic detail and larger-than-life characters, A Game of Birds and Wolves is a heart-wrenching tale of ingenuity, dedication, perseverance, and love, bringing to life the imagination and sacrifice required to defeat the Nazis at sea.




The Forever War


Book Description

"Del Rey book." Battling the Taurans in space was one problem as Private William Mandella worked his way up the ranks to major. In spanning the stars, he aged only months while Earth aged centuries.




The Chequer Board


Book Description

The Chequer Board tells the story of five men who meet in a military hospital during World War II. The men are from different backgrounds and have had different life experiences, but they are brought together by their experiences of war and injury. The novel follows each man's personal journey, as they struggle to come to terms with their injuries and the impact of the war on their lives. The five men make a pact to meet again in ten years, to see how their lives have progressed. The novel then shifts to their individual stories, as each man faces his own challenges and obstacles in the years that follow. The novel explores themes of friendship, sacrifice, love, and the impact of war on individuals and society. Ultimately, the men's lives intersect again, and the novel shows the different paths they have taken and the lessons they have learned.




The Always War


Book Description

Unending war leads to the discovery of uneasy truths when two teens question the status quo in this riveting thriller. For as long as Tessa can remember, her country has been at war. When local golden boy Gideon Thrall is awarded a medal for courage, it’s a rare bright spot for everyone in Tessa’s town—until Gideon refuses the award, claims he was a coward, and runs away. Tessa is bewildered, and she can’t help but follow Gideon to find out the truth. But Tessa is in for more than she bargained for. Before she knows it, she has stowed away on a rogue airplane and is headed for enemy territory. But all that pales when she discovers a shocking truth that rocks the foundation of everything she’s ever believed—a truth that will change the world. Is Tessa strong enough to bring it into the light?