PAXsims

Conflict simulation, peacebuilding, and development

KWN: Sabin on “The Future of Wargaming to Innovate and Educate”

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On November 22 (16:30-20:00) at King’s College London, Professor Philip Sabin (Department of War Studies, KCL) will address “The Future of Wargaming to Innovate and Educate.”

The lecture marks the first anniversary of the King’s Wargaming Network and Professor Sabin’s retirement after 35 years of service to the university.

Professor Brooke Rogers, Deputy Head, Department of War Studies, will deliver welcome remarks. Ms Ivanka Barzashka, Co-Director of the Wargaming Network, will chair the discussion.

Additional information and (complimentary) tickets can be obtained here.

Connections UK 2019 report

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Picture credit: King’s Wargaming Network.

This year’s Connections UK professional wargaming conference was held at King’s College London on 3-5 September. Participants from almost two dozen countries countries took part, making it one of the most international Connections conferences ever. Of the 285 who registered for the event, about 13% were women. A very large proportion were also younger and first-time participants, underscoring the success of the conference in growing the wargaming community and reaching out to a new generation of serious gamers.

UPDATE: audio and/or slides from all of the conference presentations are now available from the Connections UK website.

Day 1

The first day of Connections UK was divided into several streams.

Some participants took part in a full day introduction to wargaming course, taught by Major Tom Mouat (Defence Academy of the UK) together with Jerry Elsmore. According to Tom:

The “Introduction to Wargaming” course was attended by over 60 people. The course included presentations on “Why Wargame”, “Types of Wargame”, Wargaming Effects, Hybrid Warfare and Influence”, “Wargame Design, Dice and Adjudication” and “Wargaming Pitfalls and Dangers”. I also demonstrated a simple Kriegsspiel based on counter IED operation in Afghanistan, a modified commercial-off-the-shelf game Air Strike (based on IAF Leader by Dan Verssen Games) and a matrix game Kazdyy Gorod about an Eastern European city on the border with Russia, faced with internal dissent and “little green men”. After the session, I also gave an additional lecture on “Game Components and Map Making”.

Jim Wallman (Stone Paper Scissors) ran a full day megagame, Super Soldiers & Killer Robots 2035, which looked at the impact of technological innovation on warfare.

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Super Soldiers & Killer Robots 2035 underway.

Finally, there was an array of types of shorter games that participants could play.

  • Map and counter: Ukraine Crisis– Rik Stolk and Graeme Goldsworthy
  • Map and counter: Afghanistan Provincial Reconstruction Team(PRT) Game – Roger Mason
  • Map and counter plus negotiation: 2nd Punic War– Phil Sabin
  • Map & counter computer-assisted wargame: RCAT Full-Spectrum Adjudication– Graham Longley-Brown, Jeremy Smith, Dstl, NSC and Slitherine
  • Card-driven game: Cyber resilience game – LTC Thorsten Kodalle
  • ‘Euro-style’ board game: AFTERSHOCK Humanitarian Crisis Game–Rex Brynen
  • Board game:  Integrity: Conflict Sensitivity and Corruption– Paul Howarth
  • Matrix game: Hybrid campaign game– Anja van der Hulst

I ran two games of AFTERSHOCK, both of which saw the players do a quite good job of bringing much-needed humanitarian assistance to the earthquake-affected people of Carana.

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Your scribe, about to start a game of AFTERSHOCK.

Impressively, Day 1 also saw a visit by the UK Secretary of State for Defence, Ben Wallace, who toured some of the games in progress.

 

 

 

Day 2

The first plenary, chaired by Dr. Aggie Hirst (KCL), addressed the psychology of wargaming.

Captain Philip Matlary (Norwegian Army) addressed the psychology of teaching tactics. He stressed that understanding tactics is a cognitive skill, involving judgment, speed and guile. Since students construct their own understanding, teachers must attend to what students are thinking. Teaching tactics is intended to transform tactics from cognitive, “system 2” analytical thinking to more intuitive “system 1” thinking. However, system 1 thinking—although faster— is also prone to bias and systematic errors, such as confirmation bias and cognitive ease. He emphasized the importance of developing guile. Left somewhat open was how good wargaming was at developing these skills (compared to other methods), how we know this, and what best practices might be. Dr. Neil Verrall, a psychologist with Dstl, addressed the psychology of wargaming. He usefully broke down the internal dynamics of the game (intrapersonal/player characteristics interpersonal/the psychology of individual interaction, and group dynamics) and external dynamics (the context of the game). He stressed the importance of addressing these (confounding) variables, adopting an experimental mindset in game design and execution. He concluded with some food for thought, including cross-cultural gaming, organizational cultures, the role of information, understanding and deception, and responses to future threats. He also underscored the importance of interdisciplinary (or transdisciplinary) approaches to improve wargame design. Finally, Dr. Yuna Wong (RAND) addressed the importance of bringing psychological insights into wargaming. She argued that a lot of political science/international relations training was at the wrong level of analysis to address small group wargame dynamics. She also identified several barriers to bringing psychology more fully into wargaming. These included disciplinary barriers; the excessive quantitative focus of (US) social science and a corresponding atrophying of qualitative analytical skills (“some social scientists could no longer pass the Turing Test”); the lack of senior wargame mentors in psychology; and the failure to recognize psychology and an important area of subject matter expertise in games (as opposed to domain, geographic area or technological knowledge).

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A packed audience listens to presentations on the psychology of wargaming.

Aggie suggested a series of question to start off the discussion period, and then threw it open to the audience to raise additional points. I raised two: first, the issue of how we can psychologically manipulate wargame participants to behave in certain desired ways, and second the psychology of wargame promotion. Regarding the later, I warned of our l own vulnerability to confirmation bias—I think, as a community, we are sometimes prone to oversell our favoured approaches.

Following the coffee break, we broke into four simultaneous “deep dive” sessions:

  1. Quantitative vs qualitative gaming (Phil Sabin)
  2. Answering “so what” questions (Jim Wallman)
  3. Successful playtesting (Graham Longley-Brown and James Bennett)
  4. Data capture and analysis (Colin Marston)

I attended the latter, although I’ll admit that my arrival in the session was delayed by extended discussions with colleagues over coffee that ran late.

The first keynote of the conference was delivered by Dr. Lynette Nusbacher (Nusbacher Associates). Entitled “There’s No Pro like an Old Pro:  Professionalism and Wargaming,” she addressed how games can more effectively shape policy processes. She discussed the value of gaming as a forming of inoculation against strategic surprise and shock. When senior leaders encounter cognitive dissonance and ideas for which they are not prepared for they may stop thinking. Challenge may be unwelcome. At its base, she stressed, simulation and gaming should introduce disruption. In the UK, she suggested, government does not really develop strategy to implement policy, but tends to reverse the direction. Strategy is just presumed to exist. There is typically no structured process to marshal ways and means to deliver ends. The US benefits from a more robust think-tank community (partly as a home for former or aspiring political appointees) that are more receptive to critical analysis.

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Keynote address by Lynette Nusbacher.

The wargaming and simulation community needs to continue to sell gaming to think tanks and universities. Wargaming is still too dependent on creative and ambitious individuals adopting the technique. Gaming needs to be a fundamental part of procurement. Gaming needs to be sold not only on the internal merits of the game, but as a general antidote to some of the endemic pathologies of UK policymaking.

After lunch, there was yet more wargaming available for participants to sample.

  1. Anti-Submarine Warfare: a game for understanding the basics – Ed Oates
  2. Crisis in Zefra: An analytical matrix game – US Naval Postgraduate School
  3. The Camberley Kriegsspiel– Ivor Gardiner
  4. Signal– Sandia Labs and Berkeley
  5. Sweeping Satellites–Mike Sheehan and Mark Flanagan
  6. FITNA: The global war in the Middle East– Pierre Razoux
  7. Dogfight– Phil Sabin
  8. Decisions and Disruptions cyber game – Dr Ben Shreeve
  9. Rosenstrasse – Graham Longley-Brown
  10. Fire and Movement– Mark Flanagan
  11. Next War: Poland – Callum Nicholson
  12. Confrontation Analysis: Wargaming the US/China trade war – Dstl
  13. We Are Coming, Nineveh! –Rex Brynen
  14. A Reckoning of Vultures (Matrix Game Construction Kit) –Rex Brynen
  15. The Al Asqa Intifada – Stella Guesnet
  16. Beggars in Red: The Battle of Waterloo – James Bridgman
  17. Cyber card game– Dstl
  18. Combat Mission tactical computer wargame – Dstl
  19. STRIKE! – Dstl
  20. Strategic Wargame Verden Crisis – Dstl
  21. Canvas Aces –Phil Sabin
  22. Kursk to Kamenets: The battle for the Ukraine 1943-1944 – James Halstead

 

Our game of We Are Coming, Nineveh! saw Iraqi security forces liberate west Mosul after six months of heavy fighting—but at the cost of massive collateral damage. Because of this it was judged to be a Daesh victory.

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We Are Coming, Nineveh!

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Coup plotting underway in Matrixia—the “Reckoning of Vultures” scenario from the Matrix Game Construction Kit.

 

Day 3

Day 3 started off with the usual housekeeping announcements, then a short presentation on the future of Connections UK. Registrations have increased year to year, although it might soon be running up against space limitations at KCL. Moving ahead there will be some institutionalization of the organizational structures have made it all possible.

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The first plenary session was on gaming hybrid warfare, chaired by John Curry (History of Wargaming Project).

Dr. Ben Shreeve (University of Bristol) delivered an outstanding presentation on “decisions and disruptions.” He first introduced a simple card game (with awesome Lego illustrations) that he uses to educate about cyber vulnerabilities and mitigation. He then discussed a study of how different groups played the game, finding that security experts actually played slightly worse than IT managers or computer scientists. Security experts tended to underinvest in basic cyber defences (such as antivirus and basic security training) and instead emphasized more sophisticated capabilities. They also analyzed the kinds of arguments used to support decisions. A full paper on their findings (by Sylvain Frey, Awais Rashid, Pauline Anthonysamy, Maria Pinto-Albuquerque, and Syed Asad Naqvi) can be found here. Next, Dr. Anja van der Hulst(TNO) examined wargaming the hybrid threat. In it she reviewed the various approaches, such as matrix games, scripted connect-the-dots games, and others. Usefully she highlighted the strengths and weaknesses of each approach. Finally, Dr. Roger Mason looked at wargaming hybrid warfare cyber operations. After a review of the role of cyber in hybrid and conventional operations, he introduced The Battle of Voru, a wargame exploring the employment of cyber in a fictional Russian attack on Estonia.

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Ben Shreeve on gaming cyber security.

John led off discussion by noting that one needs to match wargaming tools to the sort of hybrid warfare issue or question that one is examining. One of the audience expressed some concern about “hybrid” warfare in that all warfare is hybrid, and that combining the terms might obscure that some “hybrid” activities might actually seek to avoid kinetic warfare. (This is rather a hobbyhorse of mine, so I was happy to hear someone raise it.) There was also discussion of the role of non-state actors. I asked about the risk that sponsors want games with exaggerated (cutting-edge, trendy hybrid and cyber threats)—especially there is some evidence from Ukraine and Syria that tactical and strategic cyberattacks have actually had fairly limited effects.

The conference again broke into “deep dive” groups, before and/or after lunch:

  • Wargaming the Future
  • Space Games
  • Technology to Support Wargaming
  • On Wargaming
  • Data Capture and Aanlysis

Once again, I found myself in side discussions and saw less of these than I wished. However, Stephen Aguilar-Millan was kind enough to provide a summary of the first of these sessions, which he cochaired and led.

The session orignated in some thinking about wargaming the future that was undertaken for Connections US. The whole point of thought is to lead to some purposeful action, so we decided to hold a session at Connections UK that would start to act out this process. We decided to examine ‘The European Battlespace 2050’ as the topic of invetstigation and we aimed at unearthing the critical strategic uncertainties that a wargame would be concerned with. The session attracted about 60 participants, with a wide variety of national, organisational, and occupational responsibilities. They were divided into ten groups of six participants and tasked with defining the Blue Team in the European Battlespace in 2050. A set of strategic assumptions were given to the participants, along with a map and a set of crayons. Their output was an annotated strategic map of Europe in 2050, which was presented to the group in the second half of the session. The plan is for the session curators to take the maps after the conference, synthesise the information contained on the maps, and to look for the key strategic uncertainties facing Europe in 2050. This output has the potential to then feed into the next stage of the process – to build a set of scenarios from which the game dynamics can be created.

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In the afternoon, the next plenary session, chair by Colin Marston, addressed the selection and use of commercial off the shelf and modified off the shelf (COTS/MOTS) Games. Jim Wallman (and an absent Jeremy Smith from Cranfield University) offered an air COTS review, in which they examined 17 COTS tactical air combat wargames. Each was assessed against 32 criteria. They also asked, more generally, if the games addressed future technology insight, whether the game was useful for training or development, whether it was useful for capability, how easily it was modifiable, and the game’s learning curve (how quick and easy it was to learn to play).

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Paul Beaves then discussed a land COTS review, which examined existing commercial manual urban warfare games for the purpose of supporting future Dstl wargame development. They focused on games that addressed battlegroup-level operations. They evaluated the extent to which the games addressed a variety of Ministry of Defence requirements—for example, did it address line-of-sight, varying terrain types, and command control. Among those assessed was We Are Coming, Nineveh! Not surprisingly, each of the games had strengths and weaknesses, none fully covered all UK requirements, and many had useful approaches and features.

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LtCol Ranald Shepherd (British Army) addressed COTS wargames and professional development, largely focussing on A Distant Plain. When running games in Afghanistan, participants found themespecially useful in highlighting the divergent interests of the key parties. He suggested that more could be done to use COTS games to support professional development.

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Finally, Wilf Owen raised someconcerns about professional wargames. He stressed at the outset that wargames were extremely valuable tools when well executed by skilled and knowledgeable personnel. However, not all wargames are good. COTS games too often use hexes, too rarely have single player/level of command issues. Digital COTS games run into blackboxing problems. Wargames are too often too different from actual military procedures, and real-world military experience should count for more than skill with the game system. Wilf noted that there was little systematic evidence of the value-added of wargaming. He suggested combat resolution models are less important than people think, and that games need to focus more on the consequences of decisions. He stressed using real maps of real terrain using real planning processes and procedures. It was an excellent presentation, although on some issues he may have underestimated the extent to which his critical views are actually quite widely held in the community.

The second keynote address of the conference was provided by Maj Gen Mitch Mitchell (Development, Concepts and Doctrine Centre), who spoke about the importance of “thinking differently.” Given a changing international system, how could horizon scanning and gaming help us be better prepared? Wargaming needs to become both routine (something regularly done) and experimental (in that it examines new threats and responses).

 

 

The last plenary presentation was offered by me, on gaming peace and stabilization operations. The slides for my presentation can be found here (pdf).

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This was Phil Sabin’s last Connections UK as a faculty member at KCL, since he is now embarking on a well-deserved retirement. During the conference several of us spoke to his contributions to teaching and research on wargames and military history, to wargame design, and to building a professional community. Indeed, his conflict simulation course in the Department of War Studies was the orignal inspiration for my own course at McGill university, where we use his book Simulating War as the course text.

All in all it was an excellent conference. Special thanks are due to everyone who made it happen—the organizers, the student volunteers (without whom there would have been chaos), and the Department of War Studies at King’s College London.

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Simulation & Gaming (August 2019)

sgbarThe latest edition of Simulation & Gaming 50, 4 (August 2019) is now available.

Editorial

Research Articles

Matrix games at the Canadian Army Simulation Centre

The following report was prepared for PAXsims by David Banks and Brian Phillips.


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Dave Banks of the Canadian Army Simulation Centre facilitates the use of a matrix wargame during the 2019 Civil-Military Interagency Planning Seminar.

For the first time in its ten year history, a matrix game was employed during the Civilian Military Interagency Planning Seminar (CMIPS) conducted from 18 to 20 June 2019 at Fort Frontenac in Kingston, Ontario. The planning seminar is run annually by the Canadian Army’s Formation Training Group with support from the Canadian Army Simulation Centre (CASC).

 

Background

The intent of CMIPS is to foster understanding among the interagency participants with the intent of building better relationships in advance of any future interaction overseas or domestic settings.  The CMIPS had approximately 50 participants with half coming from the Canadian Armed Forces (CAF) and the remainder drawn from other government departments and international and local non-governmental organizations. The participants were broken into balanced groups of military and civilians who then discussed a common scenario by way of a table top exercise (TTX). While this is a proven approach, the event organizer, Steve Taylor, felt that a matrix game could be an interesting improvement to the Seminar this year.

Dave Banks and Brian Phillips, Calian Activity Leads (ALs) at CASC, with the support of CASC and the help of the other Calian Activity Leads, designed, developed and conducted a Matrix Game for one syndicate of the CMIPS. Dave Banks served as the Controller for the activity and Brian Phillips served as the Scribe.

This matrix game was intended to:

  • foster cooperation and understanding among the players (primary goal);
  • be a proof of concept for CASC in applying matrix games as a training and education tool; and
  • introduce the players to matrix games.

 

Conduct

The matrix game was held over two days followed by a review on the third day. Specifically:

Day 1 consisted of an introduction to matrix games,  a briefing on the specific matrix game set in the Democratic Republic of the Congo (DRC), a short read-in, and concluded with two hrs of play (two turns). During Day 1 the problem faced by the actors was the likely arrival of Ebola to North Kivu province. As much as possible, the participants represented their own, or a similar agency, during the game.

Day 2 consisted of two and a half hours of additional play. During this session a random event card was played that depicted the President of the DRC dying in a plane crash on landing at Goma in North Kivu province. While foul play was not suspected, the death of the president was expected to disrupt the political environment and potentially heighten the risk of violence throughout the DRC and in North Kivu in particular.

 

Differences from Other Matrix Games

While there is no definitive form or format for a matrix game, there were a few features of the CMIPS game that might not be commonly found in other matrix games.

Actor Cards.  The CASC product had fairly detailed Actor cards which included:

  • a brief outline of the nature, purpose and involvement of the Actor in the situation;
  • the Actor’s objectives, both overt and covert (where applicable);
  • the Actor’s limitations (ie: actions it would never take);
  • any specific special capabilities the Actor possessed (such as the ability to provide air or ground transport, deploy medical teams, etc);
  • the number, type and general location of map counters allocated to the Actor; and
  • a recap of the basic game procedures and concepts.

Further differences included having turns divided into three phases:

  1. Negotiation Phase (10 mins). During this phase the Players had 10 minutes to negotiate any support or cooperation they required amongst themselves.
  2. Argument Phase. Each player in sequence made their argument for their Actor’s action for that turn. Actions were adjudicated using a Pro and Con system and two six-sided dice.  Each player had a maximum of five minutes for their action which was strictly enforced by the Controller.
  3. Consequence Management (10 mins). During this phase the Scribe read back the Actions for the turn and some of the consequences were articulated including some consequences that the Players were unlikely to have foreseen.

 

Results

Overall, the matrix game was very well received by the participants. While the matrix game participants did not go into as much fine detail as some of the other syndicates did in their TTXs, the matrix game was immersive. One civilian participant remarked that the experience of uncertainty going into the first negotiation phase was exactly the same sort of experience that he had getting oriented on a previous humanitarian mission.

 

Key Findings

  • As this was the first matrix game run by ALs from CASC the three play testing sessions conducted prior to the event proved to be invaluable. Even with facilitators with significant experience in running TTXs, the specific preparation of the play testing was instrumental in successfully executing the matrix game at the first attempt. The time invested in deliberate play-testing and game development is well spent.
  • The two-person facilitation team of a Controller and a Scribe worked very well. Both the Controller and Scribe exercised firm control at different times to ensure the game stayed within the admittedly fairly wide arcs established for play. We strongly believe that this firm control is vital to the success of a matrix game: without it there is a risk that the game may degenerate, particularly if there are strong personalities around the table.
  • The key advantage of the matrix game noted by the players over a traditional TTX was the fact that the players had to participate. They could not sit at the table and just observe one or two participants dominate a TTX, rather, they had to make decisions and actively contribute.
  • There is ample reference material readily available to build matrix games from The Matrix Game Handbook(Curry et al.) to the Matrix Game Construction Kit offered by PAXsims and several online resources. As such it was fairly easy to find useful graphics for game pieces as well as ideas for rules, event cards, and game conduct through a simple web search. Tom Mouat’s website was invaluable and his Practical Advice on Matrix Games v10 was particularly useful.
  • The formal turn-structure of phased turns including, in particular, a Negotiation Phase, directly contributed to achieving the game objective of fostering co-operation and understanding amongst the players. The inclusion of a Negotiation Phase was one of the outputs of the three play-testing sessions.
  • The Consequence Management (CM) Phase was only partially successful. In future, this phase would benefit from some modification in implementation. At the end of the turn there should be a slight pause while the Controller and Scribe discuss CM and how they want it to proceed as it can function almost like a random event card. Thus CM should be implemented with some care and forethought. Whether that should be done as part of the CM phase or perhaps the CM phase should revert to a Situation Update/Summary phase. In the later case, the CM could be determined by the Controller and Scribe during the Negotiation Phase and briefed at the end of that phase. This will be play tested prior to the next running of the CMIPS matrix game.

 

Conclusion

The feedback from the CMIPS participants indicates that a matrix game proved to be a worthwhile investment of time and resources. These games take longer to prepare than a traditional TTX but the players’ active participation in the game experience made it a valuable learning event.

Matrix games have been added to the toolset offered by CASC and future serials of the CMIPS will likely continue to use this innovative activity.

 


Authors 

Lieutenant-Colonel (Retired) David Banks served 38 years in the Infantry, both Regular and Reserve. He is a graduate of the Canadian Army Command and Staff College 1990 and is a Distinguished Graduate of the United States Marine Corps Command and Staff College Quantico 1997-98. David has completed a number of overseas operational tours including Afghanistan, and participated in several major domestic operations in Canada. He has worked as an Activity Lead for Calian in support of the Canadian Army Simulation Centre and the Canadian Army Formation Training Group since 2011.

Lieutenant-Colonel (Retired) Brian Phillips spent 27 years in the Regular and Reserve force initially as an Infantry Officer and later as an Intelligence Officer. Brian holds an MA in War Studies (1993) and an MA in Defense Studies (2015) both from the Royal Military College of Canada and he is a graduate of the Canadian Army Command and Staff College in Kingston (2005) and the Joint Command and Staff Programme in Toronto (2015). Brian’s operational experience includes the 1997 Manitoba Floods, Bosnia, Kosovo, the Middle-East, Haiti with the DART in 2010 and Afghanistan twice. He has been employed as an Intelligence Specialist and Activity Lead for Calian in support of the Canadian Army Simulation Centre since 2017.

Connections NL 2019

Connections Netherlands 2019 will be held on 28 October 2019, in the Brasserskade MOD Complex (CBK),  Brasserskade 227A/B, 2497 NX Den Haag.

Connections NL 2019

Full details can be found at https://www.connections-netherlands.nl.

Duffel Blog: Major awarded Bronze Star for ‘uncommon valor during wargame’

From the digital pages of one of our favourite sites, Duffel Blog:

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JOINT BASE LANGLEY-EUSTIS, Va. – Gen. John “Mike” Murray pinned the Bronze Star Medal with “snake eyes” device on Major Dennis Klinefelter today for conspicuous gallantry in the face of overwhelming statistical odds during a recent tabletop wargame. Witnesses say Klinefelter, a strategist at the Army Futures Command, displayed uncommon valor as the U.S. ground force commander during the wargame against a near-peer adversary.

“His luck was uncanny,” said Lt. Col. Mike Shephard. “A whole division was surrounded and one turn away from total destruction when Klinefelter swept back his cape and charged toward the table with his ten-sided die. He rolled a one, ten times in a row, destroying all adjacent enemies. Those are one-in-10-billion odds.”

Not everyone who attended the wargame was a fan of Klinefelter’s actions. Maj. Dick Matthews, an intelligence officer and the overall “red” forces commander, was skeptical of Klinefelter’s luck and claims about Futures Command’s classified capabilities.

“Everything this guy did was unrealistic. Whenever his forces would get in trouble, he would mention some ‘multidomain’ capability that we couldn’t verify,” Matthews said while making air quotes. “And I don’t know if you have seen many of our generals nowadays, but they don’t tolerate that level of risk too well. Also, I’m pretty sure he brought his own dice which is both suspicious and really just kind of sad. At least this wargame will only be used to make budgetary decisions and to inform future war plans.”

Klinefelter could not be reached for comment. A public affairs spokesman said he was conducting “research” at a “Magic, the Gathering” coven at a nearby comic book store.

Recent simulation and gaming publications, 8 September 2019

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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 institutional access to the publication they appear in.


John Langreck et al, “Modeling and simulation of future capabilities with an automated computer-aided wargame,” Journal of Defense Modeling and Simulation: Applications, Methodology, Technology, online first 3 September 2019.

This article explores the development and application of an automated computer-aided wargame to establish high-level capability requirements and concepts of operations for future Navy unmanned aerial vehicles and unmanned underwater vehicles. The Joint Theater Level Simulation-Global Operations serves as the modeling environment, in which a computer-aided exercise models the impact of future intelligence, surveillance, and reconnaissance assets. Automating wargame simulations permits the replication of a large-scale exercise without the continued investment of support personnel and operating units. The environment enables experimentation that provides force planners with pertinent metrics to inform decision-making.


K. Scott et al, “The Persuasion Game: Serious Gaming Information Warfare and Influence,” Journal of Information Warfare, forthcoming 2019.

In an age of hybrid, asymmetric, and non-linear conflict, the role of Information Operations has become ever more important. This paper presents a research project examining ways of better enabling stakeholders to respond to the increasing use of influence in warfare, hybrid conflict, competition, and the realms of hard and soft politics. The project consisted of an international cross-sector research group drawing on military, government, academic, and industry expertise to understand the best way to wargame influence. The use of wargaming as a training/research tool is familiar in military and civil contexts; the project discussed presents a truly innovative approach to influence studies, and shows the benefits of an interdisciplinary, cross-domain research team.


Tongfei Shang,Tianqi Wang, and Jianfeng Ma, “Firepower Distribution Method in Wargame System Based on Machine Learning and Wavelet Analysis,” Journal of Physics: Conference Series (2019).

It is the key to the success or failure of military operations to formulate practical and feasible operational plans quickly and in a timely manner. Aiming at the development and analysis of the auxiliary action plan of the computer chess system, the machine learning and wavelet analysis are used to analyze the research of the wargsme system from the planning and drafting process, which provides a reference for the fire distribution of the wargame system.


 

Tongfei Shang,Tianqi Wang, and Jianfeng Ma, “Research on Performance Evaluation of Wargame System Based on Deep Reinforcement Learning,” Journal of Physics: Conference Series (2019).

Deep reinforcement learning combines the advantages of deep learning and reinforcement learning to make end-to-end perception decisions in complex high-dimensional state action spaces. The paper proposes a deep reinforcement learning method for the deduction of the wargame system, which can better assist the combat commander in wartime decision- making. The simulation proves the effectiveness of the method.


 

Monika Magnusson, Geir Ove Venemyr, Peter Bellström, Bjørn Tallak Bakken, “Digitalizing Crisis Management Training,” ePart 2019 International Conference on Electronic Participation, online July 2019.

The ongoing digital transformation in government has enabled innovative changes in operational processes and service. However, while e-services and social media are widely adopted, earlier studies indicate that this transformation is still being awaited in other areas, such as crisis or disaster preparedness. Recent events such as the 2018 wildfires in several parts of Europe, as well as empirical research, highlight the need for more (systematic) training of local governments’ crisis management teams. Conventional training methods are time- and space-dependent and require long-term planning, making it complicated to increase the extent of training. In this interdisciplinary study, we report on the results from the Swedish-Norwegian CriseIT project that aimed to develop information systems (IS) for crisis management training. The purpose of the article is to describe information systems designed to support local governments’ crisis management training and to discuss how these artefacts could improve crisis management training practices.


Karen Louise Blackmore, Evan William Henry Allitt, “Building and sustaining the defense simulation training workforce,” Journal of Defense Modeling and Simulation: Applications, Methodology, Technology (online first, 19 August 2019).

The delivery of simulation training capability across the Australian Defence Force (ADF) requires a highly skilled workforce. Evolving training requirements, enabled by advances in computing power, network systems, display and peripheral technologies, and software environments, place increasing demands on the size of the workforce and the technical skills they are required to possess. In this research, we analyze existing simulation role frameworks and the various position descriptions and qualification requirements associated with these roles. To further explore the unique skillsets that translate to success in simulation roles, we also conduct a case study of a large external contract simulation workforce supplier, Cubic Defence Australia. Our findings highlight the complexity of the defense simulation workforce, including the lack of standardized position descriptions, competency frameworks, education and training pathways, and career progression options. Further complicating this is the importance of prior ADF service experience to the delivery of simulation systems that meet active training requirements, and the relationship between this service experience and career progression. From this analysis, recommendations for addressing the issues are made, including a call for a targeted and deliberate, multi-industry federal response to broaden the pool of candidates looking for careers in simulation.


Dan Wang, Shi Cao, Xingguo Liu, Tang Tang, Haixiao Liu, Linghua Ran, Xiai Wang, Jianwei Niu, “The virtual infantry soldier: integrating physical and cognitive digital human simulation in a street battle scenario,” Journal of Defense Modeling and Simulation: Applications, Methodology, Technology (online first, 21 August 2019).

Simulation has become a powerful method for military research and combat training due to its intuitive visualization, repeatability, and security in contrast to real-world training. Previous studies often divided cognitive and physical factors into isolated models using separated platforms. Ideally, both cognitive and physical aspects of a virtual soldier should be modeled on the same platform. We demonstrated an integrated modeling that combines cognitive models with physical human models. A simple task was used, requiring the virtual soldier to navigate in a virtual city, avoid enemies, and reach the destination asap. The Queueing Network-Adaptive Control of Thought Rational cognitive model helps the virtual soldier make choices after encountering enemies. Based on the information collected, the soldier will choose different strategies. Two general-purpose methods from the cognitive modeling and digital human modeling were combined. The results were able to capture the behavioral states as planned and visualize the movement of the virtual soldier, who was able to complete the task as expected. The results demonstrated the feasibility of integrated models combining cognitive and physical aspects of human performance in the application of virtual soldiers. Future studies could further compare the results of model output with human empirical data to validate the modeling capabilities.


Clément Judek, Frédéric Verhaegen, Abla-Mimi Edjossan-Sossou, Thierry Verdel, Simulation-based training for improving managers’ awareness to a crisis: An empirical study to attest the capability of the iCrisis simulation approach to generate accurate crisis situations,” IDRiM Journal, 9, 1 (2019).

Crisis management concerns have increased in recent years, but it is difficult to gain experience with it except by directly experiencing a crisis situation. Crisis simulations aim to offer this experience. iCrisis is a crisis situation simulation approach that operates on the assumption that it accurately simulates crises. However, no methodology exists that can validate this assumption. The aim of this paper is to determine whether iCrisis simulations can recreate crisis characteristics. We first make a literature review to define the concept of crisis; we propose a list of characteristics separated into two categories: the characteristics of a crisis situation and those of the reaction that it raises among the managers coping with it. Second, we present the iCrisis approach, its consideration of the crisis characteristics and how to control their generation during the simulation. Although the assessment of crisis charac-teristics is subjective, it is nevertheless relevant to use participants’ feelings at the end of a simulation to study these characteristics. Eventually, our observations highlight that the crisis situation characteristics can be observed and perceived by the participants during the simulation.


Sarah HarmonRemington MaxwellArnav Jhala, “Operationalizing conflict strategies in a board game,” Proceedings of the 14th International Conference on the Foundations of Digital Games (2019).

The aim of conflict resolution education is to impart essential strategies and skills for resolving conflicts effectively. While these are important life skills, conflict resolution can be difficult to teach because it requires individuals to interact with others, explore new strategies, and receive feedback within a natural social context in order for strong connections to be made. As board games often involve co-located multiplayer interaction and can be effective tools for young learners, we explore the possibility of incorporating learning about conflict resolution into a tabletop game. We describe the process of designing an educational board game – StarStruck – that fosters discussions about conflict management via operationalization of conflict strategies drawn from an instrument founded in social psychology theory. Through in- and out-of-board interactions, StarStruck is designed to provide players with affordances to explore different resolution strategies within their natural social environment. We present examples from initial playtesting sessions to consider the expressive range of conflict scenarios generated by playing the game. This work serves as a preliminary illustration of how to map the vocabulary of conflict resolution to game mechanics, dynamics, and aesthetics so that players can naturally engage with and discuss conflict interactions.


 

Bruce Edmonds, “Some Philosophical Viewpoints on Social Simulation,” Review of Artificial Societies and Social Simulation, July 2019.

How one thinks about knowledge can have a significant impact on how one develops models as well as how one might judge a good model.

Recent simulation and gaming publications, 22 August 2019

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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 institutional access to the publication they appear in.


Victor Asal, Justin Conrad, and Steve Sin, “Back to the future: teaching about the end of the world,” European Political Science (online first, 2019).

The paper examines the challenges of teaching about the impact of nuclear weapons on international relations to students who were born after the Cold War and suggests a variety of pedagogical approaches for helping them understand this impact including readings, media, and simulations. We first discuss the value of a multi-methods approach to teaching about nuclear weapons and then discuss resources for these different approaches. For readings, we identify key writing framed as debates that have worked with undergraduates like Waltz and Sagan as well as key articles and literature reviews and historical literature about the actual use of nuclear weapons during World War II. We then discuss different multimedia such as movies and music. Finally, we discuss in class simulations with a focus on Nuclear Diplomacy, providing some examples of student reaction to playing these simulations.


 

Mauricio Meschoulam, Andrea Muhech, Tania Naanous, Sofía Quintanilla, Renata Aguilar, Jorge Ochoa, Cristobal Rodas, “The Complexity of Multilateral Negotiations: Problem or Opportunity? A Qualitative Study of Five Simulations with Mexican Students,” International Studies Perspectives, Volume 20, Issue 3, August 2019.

Education in International Relations requires continual evolution. One approach is the use of negotiation simulations for complex issues. Despite the extensive literature on the subject, there is a lack of qualitative research on this approach, particularly in Latin America and Mexico. This paper presents the findings of a qualitative research on five simulations with Mexican students. The five exercises were characterized by the application of elements that are not usually included in traditional simulations, such as a multiweek phase of prior negotiations, the use of Twitter, the introduction of nonstate actors, a gala dinner, and a continuous feed of real world news. We investigated 118 participants through 30 in depth interviews analyzed with NVivo, a systematized analysis of 118 reports, documents and tweets, and a pre-post questionnaire applied to the fifth group. The results in the five simulations were highly positive. The students reported a greater awareness of the complexity of international negotiations. Such awareness can present both a risk and an opportunity: a risk because those circumstances caused discouragement and frustration in many participants, and an opportunity because those same circumstances, properly channeled, triggered parallel skills, and creative thinking. Therefore, the role of the facilitation team was fundamental.


 

LtCol Jim Sinclair, “The Evolution of Australian Army Training Adversaries, 1948-2018),” Australian Army Journal 15, 1 (Autumn 2019). (pdf)

One of the essential requirements for Army training is the creation of
a contemporary and relevant training adversary which allows tactics, techniques and procedures to be tested and weapons and equipment
to be evaluated. This is an important part of Army’s value proposition to government that it can provide directed capability. In most cases, the training adversaries developed by the Australian Army in the past have represented opponents the Army was actually fighting or generic opponents it was unlikely to fight. This led the Australian Army to train for operations against an adversary it was unlikely to fight rather than preparing for probable future conflict.

In 2015, Army adopted the United States (US) Army Decisive Action Training Environment (DATE). DATE provides a sophisticated operating environment and adversary construct which is constantly updated to reflect current real-world operations. The adoption of DATE will transform Australian Army training by providing a contemporary, reality-based training adversary, allowing Army to train for contemporary operations and conduct mission rehearsal exercises against a contemporary adversary for the first time.


 

Walter W. Kulzy III, “(Design) Thinking Through Strategic-Level Wargames for Innovative Solutions,” Phalanx, 52, 2 (June 2019).

…Using design thinking as a process to create prototype environments within a wargame is an effective approach. Decision makers are exposed to these prototypes and challenges to comprehend systematic relationships of actors and the secondary and tertiary effects of their decisions. By iterating through this environment, deeper understandings lead to new and useful strategies.


Edward Castronova, “American Abyss: Simulating a Modern American Civil War,” Journal of Games, Self, & Society 1 (2019).

In recent years, speculation has arisen in the United States about the possibility of a civil war. Here I introduce a paper simulation of such a war using state-of-the-art lessons about modern civil war that have been developed within the diplomatic/military/intelligence conflict simulation community. According to those lessons, counter-insurgency (COIN) operations are a beastly mess for everyone involved. The simulation allows players to see why: In a modern intra-state conflict, there are many actors at play, each with their own access to the critical resources of media, money, and arms. These actors all have asymmetric aims, which lead to constantly shifting loyalties. The result is a conflict that is unlikely to end until all of the players are completely exhausted. I developed the simulation described in this paper as a warning to those who want to take up arms: Do not.

 


9789463728010_prom.jpgHolly Faith Nelson and James William Daems (eds), Games and War in Early Modern English Literature: From Shakespeare to Swift  (Amsterdam: Amsterdam University Press, 2019).

This pioneering collection of nine original essays carves out a new conceptual path in the field by theorizing the ways in which the language of games and warfare inform and illuminate each other in the early modern cultural imagination. They consider how warfare and games are mapped onto each other in aesthetically and ideologically significant ways in the early modern plays, poetry or prose of William Shakespeare, Thomas Morton, John Milton, Margaret Cavendish, Aphra Behn, and Jonathan Swift, among others. Contributors interpret the terms ‘war games’ or ‘games of war’ broadly, freeing them to uncover the more complex and abstract interplay of war and games in the early modern mind, taking readers from the cockpits and clowns of Shakespearean drama, through the intriguing manuals of cryptographers and the ingenious literary wargames of Restoration women authors, to the witty but rancorous paper wars of the late seventeenth and early eighteenth centuries.


Amanda Jaber, “Evaluating the Team Resilience Assessment Method for Simulation (TRAMS),” MSc thesis, Department of Computer Science, Linköping university, Spring 2019.

The Team Resilience Assessment Method for Simulation (TRAMS) is an instrument that consist of several measurements, such as team-member exchange, workload, the TRAMS observation protocol etc. This thesis researches the observation protocol. The TRAMS protocol is an assessment method for resilience in simulation games. The aim of this protocol is to support the identification of resilience strategies used and developed by the participants in a simulation game. It is a challenge to assess resilience in teams and that is why the TRAMS protocol has been developed. The scenario of the simulation games is a disruption for 10 days in the card payment system. During the simulation games, the participants work in teams and have to try to cope with the disruption in the card payment system. During the course of this study, 14 simulation games have been conducted with seven different teams. Each of the simulation games has been executed during one whole day, and the participating teams have in total played two games each. During every simulation game there were three observers equipped with the TRAMS protocol. To interpret the data collected with the TRAMS protocol, two methods have been used: transcription and thematic analysis. As a result, guidelines and design changes was formed. In addition, results showed that the distribution and frequency of observations of resilience strategies made were similar, that the observations noted by the observers were similar, and lastly eight themes from the data collection could be extracted:Coordinate and collaborate, Payment options, Cash circulation, Safety, Fuel and transportation, Inform, communicate and the media, Hoarding and rationing, Vulnerable groups. In conclusion, the TRAMS protocol is still under development and 15 more simulation games are planned to be conducted within the ongoing CCRAAAFFTING project. However, the protocol has been applied in this study ́s 14 simulation games so far, and the similarities in how the observers filled in the protocol and how similar the observations were, indicate that it hopefully can develop into a recognized research tool in the future.


 

The Beaverton on board gaming

Today in The Beaverton is a report on a revolutionary new indie board game that’s even more fun to set up than it is to play.

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(Yes, this is satire)

Simulation and gaming miscellany, 20 August 2019

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PAXsims is pleased to present some recent items on conflict simulation and serious (and not-so-serious) games that may be of interest to our readers.

Aaron David and Brian Train suggested material for this most recent edition.

PAXsims

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At Open Democracy, Luke Cooper reports “We wargamed the last days of Brexit. Here’s what we found out.

A group of us recently participated in a simulation game to model the future of the Brexit process. By assuming different roles amongst the forces in conflict over the future of the United Kingdom, we hoped to gain a greater understanding of the process and what might come next. We solicited the help of Richard Barbrook, an academic at Westminster University, and director of Digital Liberties, a UK-based cooperative that has pioneered the use of participatory simulations to anticipate political scenarios. His book, Class Wargames, applies the ideas of the French situationist, Guy Debord, who advocated the use of strategy games as performative, even theatrical, exercises to understand one’s political opponents and their strategic thinking. Barbrook designed the game, which he called, Meaningful Votes: The Brexit Simulation.

Collaborating on this initiative with the Institut für die Wissenschaften vom Menschen (IWM) and the ERSTE Foundation in Vienna we assembled a group of participants in Vienna comprised of civil society, journalists, academics and intellectuals.They were a mixture of nationalities, from Austria, the Balkans, the United States and Britain, and held a plurality of political views from left to right. For mainland European participants the game provided an opportunity to empirically rationalise a crisis that many had found inexplicable; for example, the refusal hitherto of the British parties to find a compromise on Brexit in Parliament is highly alien to those used to the political systems with a culture of building consensus (often with proportional representation), that exist in Germany, the Netherlands and Austria. Each participant took on the role of a faction within Parliament with the game beginning after the defeat of the heavy defeat of the First Meaningful Vote on 15 January 2019.

PAXsims

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At War on the Rocks, Jared Samuelson argues that NATO navies need to do better and more realistic wargaming.

NATO’s navies should draw a lesson from history and begin wargaming for a potential future European conflict now. Fortunately, NATO can use an existing foundation to do exactly this with “War at Sea,” a game the U.S. Naval War College’s Joint Military Operations department originally developed in 2017 and has continuously revised since. So, what is the problem with existing NATO naval wargaming? It is high time to tackle this question. In answering it, I draw on my own experience with “War at Sea” — in my capacity as the U.S. Navy liaison officer at the German Armed Forces Staff College — to explain how this game can help plug an important gap in the alliance’s training efforts. Given the minimal additional investment in both time and money required, this wargame offers a golden opportunity for NATO to begin the learning process to succeed in a future conflict.

PAXsims

The UK Defence Science and Technology Laboratory (Dstl) has contracted the commercial digital wargame designer Slitherine to develop and adapt hobby games for serious wargaming purposes.

You’ll find the press statement on the project here.

PAXsims

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The US Air Force wants wargames that would allow it to explore the use and implications of directed energy weapons, including lasers and high powered electro-magnetics. According to NextGov:

The Air Force Research Lab issued a request for information Friday seeking a vendor that can provide wargame modeling and simulations that include how energy weapons are being used today and how they will be used in the near future.

“The purpose of these [military utility] studies is to determine if and how well AFRL/RD and industry technologies can help address warfighter needs and gaps including complementing current fielded technologies and those under development by others,” the notice states.

PAXsims

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Registration for the October MORS Cyberspace Wargaming & Analytics workshop is now open.

PAXsims

James Vaughan (CEO & Founder, Ndemic Creations) discusses how “0 to 120 Million: Infecting the World with Games that Make You Think,” in his keynote address at the recent Games4Change Festival.

Our PAXsims review of one of their games, Rebel Inc, can be found here.

PAXsims

The folks at the TESA Collective (designers of Rise Up!) have announced a new board game project: Strike! The Game of Worker Rebellion.

HappyCorp, the richest company in the world, has just unleashed its most evil plan yet: turning Mercury City into an entirely corporate-run city. From the schools to the sidewalks, everything will be owned and run by HappyCorp, and every resident will become a HappyCorp employee. There will be no more minimum wage, no more public services, and no more unions. HappyCorp has already begun unleashing its Smile Drones to convert the city’s infrastructure, crush protests, and ensure every resident watches its Commercial Breaks.

Players take on the role of the Strike Council to lead a city-wide strike of workers against HappyCorp’s take over, while also fighting for better livelihoods for all. Players will use energy tokens to grow their ranks, mobilize their workers, and complete strike cards. As the Strike Council scores victories for workers around the city, they will gain the support of more allies, from the dockworkers to the teachers, and build new bases of support from the manufacturing district to the university.

So do you have what it takes to lead the worker rebellion to defeat HappyCorp? Or will you soon be an employee of HappyCity?

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PAXsims

Prolific wargame designer Brian Train was recently interviewed by Harold Buchanan for his Harold on Games podcast.

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It includes the story of how Brian and I met, and a little about We Are Coming, Nineveh! (28:22), which should be available for preorder from Nuts! Publishing later this year.

PAXsims

On the subject of Canadians, the Communications Security Establishment (CSE)—Canada’s super-secret signals intelligence agency—have been making use of an “Ottawa-based escape room company to help grow its recruitment levels and raise its profile.” According to the CBC:

Starting in September, wannabe code breakers (and average revellers looking for a night out) can take a crack at solving cyberattack scenarios at the Escape Manor in the city’s Hintonburg neighbourhood.

The goal, said CSE spokesperson Ryan Foreman, is to attract new recruits to help the agency collect foreign intelligence and thwart cyberattacks.

“The idea behind our partnership is to bolster our recruiting efforts and build awareness of who we are and what we do,” he said in an email to CBC News.

“This is an ideal venue for us to reach people with these interests who may not be aware of CSE or have ever considered career opportunities in Canada’s security and intelligence community.”

The Recruit will be a narrative game involving a cyberattack by the fictional adversary known as The Syndicate.

There is no word yet on whether the adventure will include such hyper-realistic Canadian intelligence community challenges as trying to get paid properly on the federal government’s Phoenix payroll system or dealing with apparently endless access to information (ATIP) requests.

PAXsims

In an interview with Game Informer, the designers of Call of Duty: Modern Warfare argue the game isn’t “political.”

As a number of commentators have noted, theirs seems to be  a very narrow definition of politics.

PAXsims

Seven Board Games designed for use in education have been cited for excellence in the 2019 Serious Play Award Competition. You can find out about them at the (for-profit) Serious Play conferences website.

PAXsims

LECMgt-Logo-with-text.pngThe LECMgt blog contains a short interview with your very own PAXsims editor, on the subject of PAXsims itself.

You’ll find it here.

PAXsims

On a final note, with the ongoing US debate over mass shooting once again in the news in recent weeks, we thought we would post this informative infographic from Vox.

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Recent simulation and gaming articles, 15 August 2019

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PAXsims is pleased to present a selection of recently-published articles on simulation and serious gaming. We will start doing this regularly, in addition to our periodic “simulation and gaming miscellany” updates. 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 institutional access to the publication.


McDarby G, Reynolds L, Zibwowa Z, et al, “The global pool of simulation exercise materials in health emergency preparedness and response: a scoping review with a health system perspective.” 

Simulation Exercises (SimEx) are an established tool in defence and allied security sectors, applied extensively in health security initiatives under national or international legislative requirements, particularly the International Health Regulations (2005). There is, however, a paucity of information on SimEx application to test the functionality of health systems alongside emergency preparedness, response and recovery. Given the important implications health services resilience has for the protection and improvement of human life, this scoping review was undertaken to determine how the publicly available body of existing global SimEx materials considers health systems, together with health security functions in the event of disruptive emergencies.

The global review identified 668 articles from literature and 73 products from institutional sources. Relevant screening identified 51 materials suitable to examine from a health system lens using the six health system building blocks as per the WHO Health System Framework. Eight materials were identified for further examination of their ability to test health system functionality from a resilience perspective.

SimEx are an effective approach used extensively within health security and emergency response sectors but is not yet adequately used to test health system resilience. Currently available SimEx materials lack an integrated health system perspective and have a limited focus on the quality of services delivered within the context of response to a public health emergency. The materials do not focus on the ability of systems to effectively maintain core services during response.

Without adjustment of the scope and focus, currently available SimEx materials do not have the capacity to test health systems to support the development of resilient health systems. Dedicated SimEx materials are urgently needed to fill this gap and harness their potential as an operational tool to contribute to improvements in health systems. They can act as effective global goods to allow testing of different functional aspects of health systems and service delivery alongside emergency preparedness and response.

The work was conducted within the scope of the Tackling Deadly Diseases in Africa Programme, funded by the UK Department for International Development, which seeks to strengthen collaboration between the health system and health security clusters to promote health security and build resilient health systems.


 

Virginia C. Muckler, Christine Thomas, “Exploring Suspension of Disbelief Among Graduate and Undergraduate Nursing Students,” Clinical Simulation in Nursing 35 (2019).

Background

The nature and process of suspending disbelief is complex, subjective, and has not been well researched in clinical simulation.

Methods

A descriptive phenomenological approach with semistructured interviews explored student experiences of suspending disbelief during simulation-based learning.

Results

Among the 18 (69%) graduate students and 8 (31%) undergraduate students, three themes emerged from participant narratives including (1) frame of mind, (2) environment, and (3) tempo. Subthemes of frame of mind included cognitive focus, apprehension, and confidence.

Conclusion

Understanding nursing students’ lived experiences of suspending disbelief can enhance the educator’s ability to design and facilitate effective simulation, student development, and suspension of disbelief.

Highlights

  • Suspension of disbelief is complex, subjective, and underresearched.
  • Frame of mind or mindset influences suspension of disbelief.
  • Cognitive focus, apprehension, and confidence affect suspension of disbelief.
  • Functional equipment enhances the environment and suspension of disbelief.
  • Scenario progression without interruption promotes suspension of disbelief.

 

Louis P. Halamek, Robert Cady, and Michael Sterling, “Using briefing, simulation and debriefing to improve human and system performance,” Seminars in Perinatology (prepublication 2019).

Safety, effectiveness and efficiency are keys to performance in all high-risk industries; healthcare is no exception, and neonatal-perinatal medicine is one of the highest risk subspecialties within healthcare. Briefing, simulation and debriefing are methods used by professionals in high-risk industries to reduce the overall risk to life and enhance the safety of the human beings involved in receiving and delivering the services provided by those industries. Although relatively new to neonatal-perinatal medicine, briefing, simulation and debriefing are being practiced with increasing frequency and have become embedded in training exercises such as the Neonatal Resuscitation Program (NRP) of the American Academy of Pediatrics (AAP). This chapter will define these terms and offer examples as to how they are used in high-risk activities including neonatal-perinatal medicine.


 

Sundeep Kaur Varaich, “Effectiveness of Simulation in Addressing Stigma,” PhD dissrtation, University of Northern Colorado, May 2019.

Mental health stigma hinders quality nursing care. The aim of this quasi- experimental study was to test if simulation was effective for addressing stigma in nursing education and evaluating student attitudes towards psychiatric conditions. A sample of eight-nine undergraduate nursing students were assigned to a control or treatment group and participated in either a chronic health challenge scenario or a mental health scenario to test the effectiveness of using a mental health simulation to address stigmatizing attitudes. Day’s Mental Illness Stigma Scale was used as the data collection tool for the post-test to measure students’ stigmatizing perceptions in relation to their assigned scenario. This scale was completed by the students immediately after the simulation and approximately three months after participating in the simulation scenario to evaluate change in perceptions. Analysis of mean scores revealed that students participating in the mental health scenario demonstrated more stigmatizing attitudes overall except related to the subscale for anxiety toward mental illness, for which the control group showed more stigmatizing attitudes. These findings indicate a need for further research into the use of simulation as an educational approach and the possibility of modifying this approach for effectively addressing mental health stigma.

(Emphasis added–this research shows a simulation experience potentially causing undesirable learning outcomes.)

Review: Building Blocks of Tabletop Game Design

BBTGDcover.jpgGeoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (Boca Raton: CRC Press, 2020). 491pp. USD$63.96 paperback.

 

Engelstein and Isaac Shalev have put together what is, in essence, a very useful encyclopedia of the main mechanisms in tabletop game design. The volume outlines no fewer than 194 different approaches, broken down into thirteen different categories:

  1. Game structures
  2. Turn order and structure terminology
  3. Actions
  4. Resolution
  5. Game end and victory
  6. Uncertainty
  7. Economics
  8. Auctions
  9. Worker Placement
  10. Movement
  11. Area Control
  12. Set collection
  13. Card mechanisms

For each they provide a description and graphic representation of the mechanism and a summary of its strengths, weakness, and game consequences. They also discuss  some representative games in which the mechanism is used. Entries are typically 2-3 pages long each, as shown below.

The descriptions are clear and readily comprehensible, even for gaming neophytes, while the discussions offer insight that more experienced game designers will also find useful.

Were this excellent volume a little cheaper I would certainly use it as a supplementary text for my conflict simulation design course at McGill University. I will, however, certainly be using it as a course resource. It is also available as a much cheaper e-book rental format.

Save the date: McGill megagame 2020

The 5th annual McGill megagame will be held at McGill University, Montréal on Sunday, 16 February 2020.

The 2020 McGill megagame will be ATLANTIC RIM.

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A mysterious meteor shower has struck the Atlantic coast of North America. Many coastal communities, including parts of Nova Scotia and Newfoundland, have been devastated by the resulting tsunami.

Police, fire departments, medical services, municipal workers, Canadian Armed Forces personnel, and the Coast Guard are mobilizing to address the emergency. Roads are damaged. The electrical grid has been shattered. Hospitals are overwhelmed. Survivors are fleeing to safety.

Can local, provincial, and federal officials coordinate an effective response?

Will Atlantic Canada rise to the challenge? And are they prepared for what might now be lurking in the Grand Banks?

Registration information will be posted to PAXsims in November/December.

Call for papers: CONNECTIONS NORTH 2020 wargaming conference

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The CONNECTIONS NORTH 2020 professional wargaming conference will be held at McGill University, Montreal on Saturday, 15 February 2020.

CONNECTIONS NORTH is a one-day conference devoted to conflict simulation. It is intended for national security professionals, researchers, educators, game designers, university students, and others interested in the field of wargaming and other serious games.

Registration details will be posted to PAXsims in December. In the meantime, we welcome paper and panel proposals. These should be sent to Rex Brynen (rex.brynen@mcgill.ca).

Details of previous conferences (and the CONNECTIONS NORTH digital community) can be found here.

As is tradition, the annual McGill megagame—a separate and rather less serious event—will be held on the following day.

Armchair Dragoons on the “culture wars”

DragoonsLogoHEADER-1A special issue of Armchair Dragoons’ Mentioned in Dispatches podcast features Brant Guillory, Matt Kirschenbaum, and myself discussing recent controversies on representation and diversity in the wargaming hobby.

For some background, see these previous reports at PAXsims:

There is also a longer list of articles linked at Armchair Dragoons.

And before anyone comments, yes we were all painfully aware of the irony of three middle-aged white guys discussing diversity in the hobby—sadly, many of the other gamers Brant reached out were unavailable. If you’ve got something you would like to contribute to the debate (especially if you’re a female, LGBTQ, or other minority wargamer) please drop us a line—PAXsims is always looking for material on this and other topics.

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Picture credit: Origin.

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