Showing posts with label terminology. Show all posts
Showing posts with label terminology. Show all posts

Thursday, July 17, 2008

Center for Naval Analyses

Peter Perla, author of The Art of Wargaming, works for the Center for Naval Analyses, which has a number of his papers available online, along with others related to wargaming. A few of particular interest are:

An Introduction to Wargaming and Its Uses and Wargames, Exercises, and Analysis
Two short papers from the mid 1980's, these provide a good basic introduction to the terminology and the concepts that the military (particularly the Naval War College) applies to wargaming. Most notably, in both cases, wargames are presented in the context of other types of analysis. These papers also demonstrate the way that strategic-level political-military games (of the type this blog spends the most time considering) are viewed as one segment of the broader wargame genre. I found that seeing this sketched out helped me better understand the approach that some military and defense sources take when discussing these pol-mil games.


Wargame-Creation Skills and the Wargame Construction Kit
This paper and accompanying kit are not a complete course in wargame design, but they do lay out some of how the Naval War College approached creating such a course. Some of the material was deleted when the report was declassified, so the kit is no longer a complete wargame in and of itself, but I found a lot of useful ideas in both the report and the kit.


Game-Based Experimentation for Research in Command and Control and Shared Situational Awareness and Gaming and Shared Situation Awareness
These papers describe two series of experiments conducted using a simple computer game (called SCUDHUNT) to measure the degree to which players developed a common mental model of their operational environment. The focus of the game is tactical/operational rather than strategic, but the approach represents a new and fascinating way to study fundamental questions of perception, decision-making, leadership, and other issues, all of which have great relevance when considering human action at any level. In addition to the practical military consequences of understanding shared situational awareness, it seems to me that a better understanding of how these shared mental models are formed (or not formed) would help game designers address the fact that different participants in a game (particularly a large one) will have very different experiences, which could lead to vastly different conclusions being drawn. I don't know if anything has come of the authors' proposal for a game-based laboratory to apply this sort of technique, but I hope something will.

Sunday, February 24, 2008

Terminological issues in a related field

As I have noted before here and here, political-military gaming of the type I try to talk about in this blog suffers from serious terminological issues. Meaningful keywords for searches can be hard to come by, and the different vocabularies used by various groups mean that it can be tough to find the right way to describe a particular exercise or discuss a specific aspect of gaming. This post on the Learning Circuits Blog has a nice discussion of the similar problem faced by the "serious games" field.

UPDATE: This topic was the subject of the keynote address to the recent Serious Games Summit:
As a specific concept, serious games have been drifting around the design sphere since at least the turn of the millennium. Yet for all the hype, and all of the yearly GDC conferences on the subject, the theory has had some trouble gaining traction as more than an academic or industrial curiosity.

According to Ben Sawyer of Digitalmill and Peter Smith of the University of Central Florida, some of the problem in the serious games movement is a general haziness as to exactly what serious games are, and are for.

Sawyer and Smith observe that the traditional view of serious games is vague exactly because of its specificity. “Often when we see people talk about serious games, we see them talking about them in a sort of narrow way,” Peter Smith mused.

Yet, at the same time, “Everyone has their own name for what serious games should be called. When they’re using these terms, they’re still talking about serious games… It’s not that these words are wrong. It’s just, they’re trying to categorize things. And there’s nothing categorical about any of these names.”
See also here, which has a link to the slides Sawyer and Smith presented (here). None of this directly addresses political-military gaming, free-form gaming, or any non-computer-based gaming at all, but the questions and problems raised are relevant.