We’ve been a bit slow posting material over the last couple of weeks, what with the holidays and all. (I’m also happy to report wargames were received under the Christmas tree.) Now, however, we’re back in the saddle—and hence this, our periodic PAXsims round-up of simulation-related news. Happy 2013!
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The new edition of Geopolitical Simulator 2—Masters of the World: Geopolitical Simulator 3—will be released by Eversim between January 15 and February 15, and is now available for preorder.
Masters of the World, Geopolitical Simulator 3, includes a number of new features, including a multi-country game mode, new map construction items (pipelines, high-speed train lines, ports, etc.), new laws (nationalization; taxation by brackets; regulation of abortion, physician-assisted suicide, marijuana consumption, and more), the ability to create your own international organizations, televised appearances, debt management including rating agencies and international lenders, new commando troops, new playable countries, and new scenarios.
You’ll find our positive review of the previous version of the game here.
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At PC Gamer last month, Tim Stone explored “Ten military sims that are answering the call of duty.”
While a PC Gamer Editor’s Choice logo on the front of a wargame or simulation box might be a cast-iron Fun Guarantee, it doesn’t mean you’re about to purchase a product that will help you understand or stay alive on a modern battlefield. To be sure of that you need to seek out one of The Camo Club – the select band of titles so steeped in realism, today’s armies use them as training tools.
The men with the buzz cuts and big pockets began utilising videogames back in the early ’80s. One of the first recruits was arcade classic Battlezone. Struck by the parallels between hunting vector-graphic hover-tanks and UFOs in a 3D battlespace, and hunting T-72s and Hind gunships on a Cold War battlefield, the US Army persuaded Atari to adapt their coin- op for instructional purposes. Two ‘Bradley Trainers’ were eventually built. Featuring 20th century targets and weapons, and AFV-style control yokes rather than joysticks, the machines were designed to assess and sharpen the skills of Infantry Fighting Vehicle gunners – a fact that could explain why movement options were restricted to turret traversal.
Today’s military classrooms are awash with PC-based games. Cheap and convenient compared to field exercises, versatile 3D simulations and map-based strategy titles are helping teach our troops to do everything from pilot aircraft and operate tanks, to lead infantry platoons, plan counter-insurgency operations, and organise logistics. Those careworn warriors on the evening news – the ones dashing from Chinooks, crouching behind mud walls, or poring over laptops in tented HQs? At some point in their careers, they’ve probably sat in front of a monitor wondering whether to push on, pull back, or check GameFAQs for a walkthrough….
The PC games discussed include Harpoon, Tacops, Decisive Action, Future Force, Close Combat, VBS, Combat Mission, Point of Attack 2, DCS: A-10C, and Steel Beasts Pro.
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A forthcoming article by Håkan Söderberg et al in the The Journal of Defense Modeling and Simulation will ask “In video war games, are military personnel’s fixation patterns different compared with those of civilians?” The answer is: apparently not.
For combat personnel in urban operations, situational awareness is critical and of major importance for a safe and efficient performance. One way to train situational awareness is to adopt video games. Twenty military and 20 civilian subjects played the game “Close Combat: First to Fight” on two different platforms, Xbox and PC, wearing an eye tracker. The purpose was to investigate if the visual search strategies used in a game correspond to live training, and how military-trained personnel search for visual information in a game environment. A total of 27,081 fixations were generated through a centroid mode algorithm and analyzed frame-by-frame, 48% of them from military personnel. Military personnel’s visual search strategies were different from those of civilians. Fixation durations were, however, equally short, that is, about 170 ms, for both groups. Surprisingly, the military-trained personnel’s fixation patterns were less orientated towards tactical objects and areas of interest than the civilians’; the underlying mechanisms remaining unclear. Military training was apparently not advantageous with respect to playing “Close Combat: First to Fight”. Further research within the area of gaming, military training and visual search strategies is warranted.
Although the findings have multiple explanations, they potentially do raise some important questions about video-game based tactical military training, given that the visual cues, muscle-memory responses, and so forth of game playing can be quite different from those in the field.
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The folks at Statecraft have posted two videos of their classroom international relations simulation online, showing how both instructors and students set up the game to play.
Statecraft appears to be a very thoughtfully-designed, polished product. We won’t be able to bring you a full review, however, since the folks there are reluctant to let us have a play around with the software.
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The NGO Seeds of Peace recently held a dialogue meeting of Israeli Jewish and Palestinian youth that involved, among other things, a simulation of the forthcoming Israeli elections. You’ll find details here.
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Meanwhile, Ms. Riley’s A Block Honors Global Studies class held their own simulated Middle East Peace negotiations.
We haven’t the faintest idea who or where “Ms. Riley’s A Block Honors Global Studies class” is, but they seem to be having rather more success with it than the actual Middle East process-formerly-known-as-peace.
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Finally, Adam Bemma has put together a radio report on the annual “Brynania” peacebuilding simulation that I hold each year at McGill University. The civil war there will be continuing again in April of this year in POLI 450/650. Have a listen!