Conflict simulation, peacebuilding, and development
Daily Archives: 28/10/2019
28/10/2019Posted by on
PAXsims is pleased to present a selection of recently-published items on simulation and serious gaming. Some of these may not address peacebuilding, conflict, or development issues at all, but have been included because of the broader perspective they offer on games-based education or analysis.
Articles may be gated/paywalled and not accessible without subscription access to the publication in which they appear.
Mislat Safar Almuqati, Nurazmallail Marni, “The Role of War Game in Educating and Training the Commanders,” Umran: International Journal of Islamic and Civilisational Studies (2019).
The war game is considered to be the most effective means of military training due to the fact that it simulates the reality since it provides a semi-real picture of the weapons and equipment used in the training. Consequently, it provides the trainee with the appropriate environment to freely deal with such weapons as well as military equipment which in turn help the trainee become acquainted with all aspects of use and significantly instill confidence in him when such equipment are actually needed in war. More importantly, war game provides environment similar to what is going on in the actual battlefields allowing the commanders to exercise the training as if they were in a real war. Based on this perspective, the war game has emerged as an advanced training means which provides an analogy of the battle atmosphere to a great extent and gives commanders the opportunity to make decisions. It also helps in providing the commanders with a future view which enables them to plan their future and to deal with any challenges they might encounter. In fact, the role of war play is not only limited to training, but also extends to the aspects of military education, preparation, and development. The notion of war game is not only a means for the commander to have knowledge about the war before it occurs so as to be able to realize whether the decisions taken are right or wrong, but also it has become an effective means on which the armies depend when they train and polish the commanders’ capabilities as well as skills. In fact, the concept of war play is not exclusive to the military field but also it is employed by all agencies and departments that require a future vision in training or planning. This paper sheds some light on the notion of war game and its role in training and educating the commanders and staff.
Elizabeth Bartels, “The Science of Wargames: A discussion of philosophies of science for research games,” paper presented at the workshop on War Gaming and Implications for International Relations Research, July 2019.
Richard Frank and Jessica Genauer, “A Classroom Simulation of the Syrian Conflict,” PS: Political Science & Politics 52, 4 (October 2019).
This article describes a semester-long classroom simulation of the Syrian conflict designed for an introductory international relations (IR) course. The simulation culminates with two weeks of multi-stakeholder negotiations addressing four issues: humanitarian aid, economic sanctions, ceasefire, and political transition. Students randomly play one of 15 roles involving three actor types: states, non-state actors, and international organizations. This article outlines the costs and benefits of simulation design options toward encouraging students’ understanding of IR concepts, and it proposes a course plan for tightly integrating lectures, readings, assessment, and simulation—regardless of class size or length. We highlight this integration through a discussion of two weeks’ worth of material—domestic politics and war, and non-state actors—and the incorporation of bargaining concepts and frameworks into the two weeks of simulated multi-stakeholder negotiations.
ATLAS (Advanced Training, Learning and Scenario Simulator) is a serious game that was developed in conjunction with an intergovernmental organisation to deliver bespoke training simulations in virtual reality to assist field personnel in making decisions in difficult situations during field operations. This chapter describes the concept of ATLAS and the developmental process that led to the full-fledged game.
Erin Maudlin and Jeremiah Sanders, “Using Wargames To Teach The Critical Analysis Of Historical Sources,” Critical & Creative Thinking Conference (2019). (Text not available.)
This presentation describes the use of a wargame to actively involve students in the historical method through the creation of “primary sources” they later use to write an analytical paper. This assignment has been used at different universities in history courses to great success. Professional historians must analyze a host of often conflicting sources about their subject written by biased humans. While the reading about the historical process and visiting with archivists are helpful, these are nevertheless passive forms of learning, and their lessons may not adhere. Students often continue to view primary sources as authoritative in their research, and fail to think critically about bias in archival documents. With this assignment, students actively create and participate in an historical event—the wargame—which is essentially capture the flag with water balloons. Then, students create primary sources, such as letters home, “newspaper” reports, etc., and use this “archive” to write a cogent, analytical research paper of the event itself. The wargame makes the historical process transparent for students, as they can see every step along the way of how historians practice their craft: they experience the chaotic event itself; they participate in the creation of the primary sources about the event; and they have to evaluate the often conflicting sources in order to offer their interpretation as to why one team won or lost the battle. In other words, they have to “impose order on the chaos” of evidence about their historical event.
Andrea Redhead, “Gamification and Simulation,” Serious Games for Enhancing Law Enforcement Agencies (2019).
Gamification and simulation methods are two of the most important components of serious games. In order to create an effective training tool, it is imperative to understand these methods and their relationship to each other. If designed correctly, gamification techniques can build upon simulations to provide an effective training medium, which enhances learning, engagement and motivation in users. This chapter discusses their uses, strengths and weaknesses whilst identifying how to most effectively utilise them in developing serious games.
There is an indisputable gap between the conceptualization and introduction of innovation and the actual and effective implementation of innovations in the complex sociotechnical system of transport and logistics throughout Europe. With our research we investigate the role of simulation games as an instrument to understand the dynamics around innovation processes in this system, by the means of literature review and in-depth interviews with key stakeholders of selected innovation cases within the Port of Rotterdam. The aim of our study is to gather valuable insights into how simulation games can be used to handle the extremely critical issue of effectively implementing innovation in the transport and logistics sector. It is thus expected to stimulate and enhance interaction among actors on policy level, by highlighting the potential advantages of using the approach of simulation games when the implementation of innovation is in discuss.
Robert Rubel, “The Medium in the message: Weaving wargaming more tightly into the fabric of the Navy,” Naval War College Review 72, 4 (Autumn 2019).
By now, the challenge and threat of a rising and contentious China and an increasingly hostile Russia have penetrated the Navy’s corporate consciousness, and current leaders are taking steps to shift the service from a purely power- projection posture to one that focuses again on defending American command of the sea. The Navy is initiating adjustments to fleet design and architecture as well as a rebirth of fleet experimentation. While perhaps late in coming, these responses to the emergent challenges of our time are encouraging.
Tristan Saldanha, Quinn Vinlove, and Jens Mache, “MICE: A Holistic Scorekeeping Mechanism for Cybersecurity Wargames,” Journal of Computing Sciences in Colleges 35, 1 (October 2019).
Cybersecurity wargames are some of the best tools for teaching se- curity skills to groups of students, but the computational complexity of these games has increased disproportionately with the ability to measure the progress of the game. This paper introduces “Mice”, a new way of assessing security skills such as detecting malware, network intrusion, and network defense, which will allow for complex games to be scored and tracked in a way that traditional score keeping can not. Mice are adaptable to any kind of simulation and are easy to use for students and educators, promising more effective learning from a wide range of security exercises.
Geoffrey Sloan, “The Royal Navy and organizational learning—The Western Approaches Tactical Unit and the Battle of the Atlantic,” Naval War College Review 72, 4 (Autumn 2019).
The Western Approaches Tactical Unit is a unique example of a learning organization. It was created within the bureaucratic constraints of the Admiralty yet was highly effective in changing command culture in the Royal Navy—which proved to be the deciding factor in the early days of World War II, particularly during the Battle of the Atlantic.
Martin Stytz and Sheila Banks, “Future challenges for cyber simulation,” Journal of Defense Modelling and Simulation (online first, 30 September 2019).
This chapter addresses the connection between gaming simulation (GS) and problem-based learning (PBL) in disaster education. First, the chapter explains their relations theoretically and describes the introduction of Evacuation Simulation Training (EST) for earthquake evacuation to university students. EST empowered both Japanese and international students to conduct research, integrate models and practice, and apply their knowledge and skills to develop viable solutions to defined problems. Finally, the chapter demonstrates the utility of GS as a tool of PBL.
Feng Zhu and Kai Chen, “Application of Simulation Technology in Military Theory Teaching,” Advances in Social Science, Education and Humanities Research, 352 (2019).
Military theory teaching often involves abstract concepts and principles that are difficult to understand, such as command structure, tactics, equipment system, etc. It’s difficult for students to quickly understand and master in the traditional classroom teaching process. Aiming at this problem, this paper studies the application of simulation technology in military theory teaching. The advantages of the application of simulation technology in military theory teaching are analyzed, and then the application of simulation technology in theory teaching such as equipment system, military command and logistics application is emphatically introduced. With the help of simulation platform, students can be brought into virtual battlefield environment, which is similar to the real situation. It is conducive to enhancing the interest of students in learning and greatly promoting the improvement of learning efficiency.