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Real War Games Inc.

Real War Games Inc.

Real War Games Inc.

Author: ,

Publisher: Lulu Press, Inc

Isbn 10: 1312798181

Category: Fiction

Number of Pages:

Number of Views: 429

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I was on a bus full of sociopaths. The trouble was I had volunteered to be here. Had I only known, I lamented for the hundredth time since I’d boarded this small bus emblazoned with the Real War Games Inc. logo at the Denver International Airport, I never would have gotten off my plane from New York, never would have registered online six months ago, never would have followed through with this harebrained idea in the first place. But I had, thinking that somehow I would be able to understand, to discover the answer to the question that had begun to consume me more than a year ago when my twin brother had died in Iraq: What need had driven Brian to join the army — a decision that had resulted in his death? So I was here in order to understand. And hopefully find some way of moving on with my life. Although I couldn’t imagine how to that without Brian. But somehow instead I’d ended up not on a bus with the other participants in this game but with sociopaths. Where had I gone wrong?


Ender's Game

Ender's Game

Ender's Game

Author: Orson Scott Card

Publisher: Macmillan

Isbn 10: 142996393X

Category: Fiction

Number of Pages: 256

Number of Views: 748

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Orson Scott Card's Ender's Game is the winner of the Nebula and Hugo Awards In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut—young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training. Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister. Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender's two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives. Ender's Game is the winner of the 1985 Nebula Award for Best Novel and the 1986 Hugo Award for Best Novel. THE ENDER UNIVERSE Ender series Ender’s Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender’s Shadow series Ender’s Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.


Ready Player One

Ready Player One

Ready Player One

Author: Ernest Cline

Publisher: Ballantine Books

Isbn 10: 0307887456

Category: Fiction

Number of Pages: 384

Number of Views: 557

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#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9


Kill Anything That Moves

Kill Anything That Moves

Kill Anything That Moves

Author: Nick Turse

Publisher: Metropolitan Books

Isbn 10: 0805095470

Category: History

Number of Pages: 384

Number of Views: 1324

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Based on classified documents and first-person interviews, a startling history of the American war on Vietnamese civilians Americans have long been taught that events such as the notorious My Lai massacre were isolated incidents in the Vietnam War, carried out by "a few bad apples." But as award-winning journalist and historian Nick Turse demonstrates in this groundbreaking investigation, violence against Vietnamese noncombatants was not at all exceptional during the conflict. Rather, it was pervasive and systematic, the predictable consequence of orders to "kill anything that moves." Drawing on more than a decade of research in secret Pentagon files and extensive interviews with American veterans and Vietnamese survivors, Turse reveals for the first time how official policies resulted in millions of innocent civilians killed and wounded. In shocking detail, he lays out the workings of a military machine that made crimes in almost every major American combat unit all but inevitable. Kill Anything That Moves takes us from archives filled with Washington's long-suppressed war crime investigations to the rural Vietnamese hamlets that bore the brunt of the war; from boot camps where young American soldiers learned to hate all Vietnamese to bloodthirsty campaigns like Operation Speedy Express, in which a general obsessed with body counts led soldiers to commit what one participant called "a My Lai a month." Thousands of Vietnam books later, Kill Anything That Moves, devastating and definitive, finally brings us face-to-face with the truth of a war that haunts Americans to this day.


The War and Democracy

The War and Democracy

The War and Democracy

Author: R. W. Seton-Watson,John Dover Wilson,Alfred Zimmern,Arthur Greenwood

Publisher: Good Press

Isbn 10:

Category: Fiction

Number of Pages: 351

Number of Views: 456

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"The War and Democracy" by R. W. Seton-Watson, John Dover Wilson, Alfred Zimmern, Arthur Greenwood. Published by Good Press. Good Press publishes a wide range of titles that encompasses every genre. From well-known classics & literary fiction and non-fiction to forgotten−or yet undiscovered gems−of world literature, we issue the books that need to be read. Each Good Press edition has been meticulously edited and formatted to boost readability for all e-readers and devices. Our goal is to produce eBooks that are user-friendly and accessible to everyone in a high-quality digital format.


WAR AND THE FUTURE

WAR AND THE FUTURE

WAR AND THE FUTURE

Author: H. G. Wells

Publisher: e-artnow

Isbn 10: 8027234786

Category: Political Science

Number of Pages: 156

Number of Views: 305

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War and the Future (1917) is a work of war propaganda by H.G. Wells that was published in America under the title Italy, France, and Britain at War. Wells would have preferred the title The War of Ideas, but his publisher overruled him. Except for the opening piece, its chapters were published as articles in the press. Contents: The Passing of the Effigy The War in Italy (August 1916) Chapter I. The Isonzo Front Chapter II. The Mountain War Chapter III. Behind the Front The Western War (September 1916) Chapter I. Ruins Chapter II. The Grades of War Chapter III. The War Landscape Chapter IV. New Arms for Old Ones Chapter V. Tanks How People Think About the War Chapter I. Do They Really Think at All? Chapter II. The Yielding Pacifist and the Conscientious Objector Chapter II. The Religious Revival Chapter IV. The Riddle of the British Chapter V. The Social Changes in Progress Chapter VI. The Ending of the War Herbert George "H. G." Wells (1866 – 1946) was an English writer, now best known for his work in the science fiction genre. He was also a prolific writer in many other genres, including contemporary novels, history, politics and social commentary, even writing textbooks and rules for war games. Wells was now considered to be one of the world's most important political thinkers and during the 1920s and 30s he was in great demand as a contributor to newspapers and journals.


The Infinite Game

The Infinite Game

The Infinite Game

Author: Simon Sinek

Publisher: Penguin

Isbn 10: 0735213526

Category: Business & Economics

Number of Pages: 272

Number of Views: 903

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From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.


Militainment, Inc.

Militainment, Inc.

Militainment, Inc.

Author: Roger Stahl

Publisher: Routledge

Isbn 10: 113583749X

Category: Games

Number of Pages: 224

Number of Views: 1207

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Militainment, Inc. offers provocative, sometimes disturbing insight into the ways that war is presented and viewed as entertainment—or "militainment"—in contemporary American popular culture. War has been the subject of entertainment for centuries, but Roger Stahl argues that a new interactive mode of militarized entertainment is recruiting its audience as virtual-citizen soldiers. The author examines a wide range of historical and contemporary media examples to demonstrate the ways that war now invites audiences to enter the spectacle as an interactive participant through a variety of channels—from news coverage to online video games to reality television. Simply put, rather than presenting war as something to be watched, the new interactive militainment presents war as something to be played and experienced vicariously. Stahl examines the challenges that this new mode of militarized entertainment poses for democracy, and explores the controversies and resistant practices that it has inspired. This volume is essential reading for anyone interested in the relationship between war and media, and it sheds surprising light on the connections between virtual battlefields and the international conflicts unfolding in Iraq and Afghanistan today.


War as Business

War as Business

War as Business

Author: Armin Krishnan

Publisher: Routledge

Isbn 10: 131700048X

Category: Political Science

Number of Pages: 220

Number of Views: 1609

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The privatization of defence assets and the outsourcing of military services from the armed forces to the private sector is an increasing trend. This book approaches the issue of military privatization by linking it to the transformation of the defence industries since the early 1990s, and shows the extent to which many military functions and activities, ranging from military research to military consulting/training to operational support services, have already been outsourced in the US and in Europe. This detailed study provides new and updated information on the ongoing privatization of the defence sector and offers an original theoretical explanation as to why the most modern armed forces throughout the world have come increasingly to rely on private companies for nearly everything they do. Contributing to a better understanding of military privatization and its close connection to technological change, the book explains the complexity of the whole phenomenon and discusses its implications for national and international security.


Avidly Reads Board Games

Avidly Reads Board Games

Avidly Reads Board Games

Author: Eric Thurm

Publisher: NYU Press

Isbn 10: 1479815829

Category: Biography & Autobiography

Number of Pages: 78

Number of Views: 1613

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Avidly Reads is a series of short books about how culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah Mesle, Avidly—an online magazine supported by the Los Angeles Review of Books—specializes in short-form critical essays devoted to thinking and feeling. Avidly Reads is an exciting new series featuring books that are part memoir, part cultural criticism, each bringing to life the author’s emotional relationship to a cultural artifact or experience. Avidly Reads invites us to explore the surprising pleasures and obstacles of everyday life. Writer and critic Eric Thurm digs deep into his own experience as a board game enthusiast to explore the emotional and social rules that games create and reveal, telling a series of stories about a pastime that is also about relationships. From the outdated gender roles in Life and Mystery Date to the cutthroat, capitalist priorities of Monopoly and its socialist counterpart, Class Struggle, Thurm thinks through his ongoing rivalries with his siblings and ponders the ways games both upset and enforce hierarchies and relationships—from the familial to the geopolitical. Like sitting down at the table for family game night, Board Games is an engaging book of twists and turns, trivia, and nostalgia.


Moral Combat

Moral Combat

Moral Combat

Author: Patrick M. Markey,Christopher J. Ferguson

Publisher: BenBella Books, Inc.

Isbn 10: 1942952996

Category: Social Science

Number of Pages: 256

Number of Views: 1973

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In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it’s only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn’t supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What’s more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you’re not alone—the national dialogue on games and violence has been hopelessly biased. But that’s beginning to change. Scholars are finding that not only are violent games not one of society’s great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.


The Literary Digest History of the World War

The Literary Digest History of the World War

The Literary Digest History of the World War

Author: Francis W. Halsey

Publisher: Cosimo, Inc.

Isbn 10: 1616400846

Category: History

Number of Pages: 408

Number of Views: 1853

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The quantity of journalism produced during World War I was unlike anything the then-budding mass media had ever seen. Correspondents at the front were dispatching voluminous reports on a daily basis, and though much of it was subject to censorship, it all eventually became available. It remains the most extraordinary firsthand look at the war that we have. Published immediately after the cessation of hostilities and compiled from those original journalistic sources-American, British, French, German, and others-this is an astonishing contemporary perspective on the Great War. This replica of the first 1919 edition includes all the original maps, photos, and illustrations, lending an even greater immediacy to readers a century later. Volume IV covers December 1916 through March 1918, from the entrance of the United States into the conflict through the last of the zeppelin raids on the Western Front. American journalist and historian FRANCIS WHITING HALSEY (1851-1919) was literary editor of The New York Times from 1892 through 1896. He wrote and lectured extensively on history; his works include, as editor, the two-volume Great Epochs in American History Described by Famous Writers, From Columbus to Roosevelt (1912), and, as writer, the 10-volume Seeing Europe with Famous Authors (1914).


Gaming Globally

Gaming Globally

Gaming Globally

Author: N. Huntemann,B. Aslinger

Publisher: Springer

Isbn 10: 1137006331

Category: Sports & Recreation

Number of Pages: 279

Number of Views: 841

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Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.


'The Army Isn't All Work'

'The Army Isn't All Work'

'The Army Isn't All Work'

Author: James D. Campbell

Publisher: Routledge

Isbn 10: 1317044525

Category: History

Number of Pages: 238

Number of Views: 748

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Between the Crimean War and the end of the First World War the British Army underwent a dramatic change from being an anachronistic and frequently ineffective organization to being perhaps the most professional and highly trained army in the world. Historians have tended to view that transformation through the successive political reform efforts of those years, but have largely overlooked the ways in which the Army transformed itself from within. This change was effected through the modernization of training, operational and leadership doctrines. The adoption of formal physical training and organized games played a central part in this process. With its origins in elite public schools and upper-class country homes, the Army's philosophy of Athleticism was a part of the ethos of 'muscular Christianity' widely held in contemporary British institutions. Under the potent influence of this philosophy, military sport went from a means of keeping soldiers from drink and the officers from duty, to an institutionalized form of combat training. This book documents the origins and development of formal physical training in the late Victorian Army and the ways in which the Army's gymnastic training evolved into a vital building block of the process of turning a civilian into a fighting man. It also assesses the nature and extent of British military sport, particularly regimental sports, during this period of evolution for the Army. Through an investigation of the Army's physical culture during this dynamic period, one can gain an understanding of not only how the Army's change from within occurred, but also of some of the important links between the Army and its parent society.


The Mobile Internet Monthly Newsletter

The Mobile Internet Monthly Newsletter

The Mobile Internet Monthly Newsletter

Author: ,

Publisher: Information Gatekeepers Inc

Isbn 10:

Category: ,

Number of Pages: N.A

Number of Views: 1614


The Dictionary of Military Terms

The Dictionary of Military Terms

The Dictionary of Military Terms

Author: Defense

Publisher: Skyhorse Publishing, Inc.

Isbn 10: 1628730196

Category: Reference

Number of Pages: 7680

Number of Views: 1787

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This is the comprehensive, standardized dictionary of military and associated terminology compiled and used by the Department of Defense. Divided into sections, The Dictionary of Military Terms contains all definitions approved for DoD and the North Atlantic Treaty Organization (NATO) use, as well as a complete listing of commonly used abbreviations and acronyms.


Gamer Army

Gamer Army

Gamer Army

Author: Trent Reedy

Publisher: Scholastic Inc.

Isbn 10: 1338045318

Category: Juvenile Fiction

Number of Pages: 336

Number of Views: 1462

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After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience. But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so...real? Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right...in a dangerous world where video games have invaded reality.


Cold

Cold

Cold

Author: Doreen Milstead

Publisher: Lulu Press, Inc

Isbn 10: 1365117618

Category: Fiction

Number of Pages: N.A

Number of Views: 1020

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Overweight Bride From Back East Heads For the Colorado Rancher With A Secret - An overweight woman from back east, about to become penniless, decides to both answer an ad and place one herself to become a mail order bride. It all ends up in confusion as the man’s two daughters, returning home, and the mail order bride, all arrive at the train station at the same time, and with none of them knowing the complete scenario. Riders From The Storm - The widow of a clergyman heads off to be a mail order bride to a Civil War vet with PTSD. She knows he’s troubled about the war and soon, she is drawn into his terrors; all of which appear to be focused on a tornado.


Edicts of Ares

Edicts of Ares

Edicts of Ares

Author: Michael Riggs

Publisher: Xlibris Corporation

Isbn 10: 9781469119250

Category: Fiction

Number of Pages: 313

Number of Views: 822

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Of the successful military leaders over the past recorded millenia, there are a few nuggets of military wisdom that are consistently repeated by the most successful military leaders in history, truisms that have been successfully demonstrated time and again. When one sees highly successful military leaders utilize the identical same principles, though separated by continents, culture, and millennia, it would appear that one who proposes to take up the art of war as a vocation would give these basic concepts significant weight. For those who would follow these edicts of war, not a single battle, campaign, nor war has been lost since 1479 BC. Yet even the greatest commanders, including Hannibal Barca, Napolean, and Lee lost when they uncomprehendingly abandoned these absolute rules. Thus, these inviolable edicts determine battlefield success. Not the General.


The Mobile Internet

The Mobile Internet

The Mobile Internet

Author: ,

Publisher: Information Gatekeepers Inc

Isbn 10:

Category: ,

Number of Pages: N.A

Number of Views: 703