PAXsims

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RAND: Building a Broader Evidence Base for Defense Acquisition Policymaking

1200px-Rand_Corporation_logo.svgRAND has recently published a brief report by Elizabeth Bartels, Jeffrey Drezner, and Joel  Predd on Building a Broader Evidence Base for Defense Acquisition Policymaking, in which they explore the potential role of serious games in exploring procurement and investment decisions.

One of the primary responsibilities of the Under Secretary of Defense for Acquisition and Sustainment (USD[A&S]) is to ensure the health of the overall defense acquisition system (DAS). USD(A&S) can bolster the health of the DAS by developing and promulgating sound acquisition policy that improves the function and operation of the DAS at the enterprise level. The premise of this report is that acquisition policymaking should be data driven. However, there are limitations to relying on empirical (e.g., historical) data to guide acquisition policy. In light of these limitations, the authors argue that acquisition policymaking should be evidence based, in recognition of a wider variety of analytic tools that can be brought to bear on acquisition policy questions. This report, intended for acquisition professionals, summarizes the case for a broader evidence base and then focuses on one specific tool that the authors suggest might add analytic value: policy gaming.

Policy gaming can be used to generate observations about how stakeholders might change their decisionmaking and behavior in light of changes in policy. Because the strengths and limitations of games differ from those of traditional tools for acquisition analysis, the authors argue that games complement the existing portfolio of analytic approaches. The authors describe a prototype game focused on Middle-Tier Acquisition (MTA) policy that RAND researchers developed to enrich the available evidence base to support acquisition policymaking, summarize insights from the game, and offer several next steps for USD(A&S) to consider.

Among their findings, they suggest:

  • Games can provide useful evidence about proposed policies by providing a sandbox to observe decisionmaking.

  • Games appear to be valuable in cases where relevant real-world data are not available because the new policy or other condition of interest has not yet occurred.

You can download the report at the link above.

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