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     <guid isPermaLink="true"><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/December-2012-(1)/U-S--Navy-Displays-Enhanced-Arctic-Capabilities--W.aspx]]></guid>
     <title><![CDATA[U.S. Navy Displays Enhanced Arctic Capabilities: What’s Next?]]></title>
     <description><![CDATA[<p><span style="font-size: medium"><span style="font-family: Times New Roman"><span style="color: #1b1b1b">Communications and computers remain the backbone for directing and controlling U.S. forces. Attempting to gain joint operational access without resilient technical systems makes command and control significantly problematic. Such as the case when conducting Arctic operations and up to this point is an area that the U.S. Navy has lacked sufficient capabilities. The findings of the </span></span></span><span style="font-size: medium"><span style="font-family: Times New Roman"><a href="http://www.usnwc.edu/getattachment/Research---Gaming/War-Gaming/Documents/Publications/Game-Reports/FAOG_Game-Report_09-2011.pdf"><i><font color="#0000ff">Fleet Arctic Operations Game (2011)</font></i></a><span style="color: #1b1b1b"> remind us that tactical reach back for forces operating above the Arctic Circle do not exist. Historically, operators have used multiple communication methods and accepted reduced bandwidth to operate in the region. No material solution until now has been able to satisfy this requirement. Last week the U.S. Navy made great strides in the communications arena by successfully testing the handheld distributed tactical communications system (DTCS) in austere weather conditions across the polar region for the first time. Despite these conditions, engineers in Barrow, Kotzebue and Anchorage were able to carry out conversations via push-to-talk hand held devices with personnel at Navy headquarters in Colorado and Virginia. </span></span></span></p>
<p><span style="font-size: medium"><span style="font-family: Times New Roman"><span style="color: #1b1b1b">Developed by the Marine Corps Warfighting Laboratory and the Naval Surface Warfare Dahlgren Division, DTCS leverages the Iridium low-earth orbiting satellite constellation to provide on-the-move, over-the-horizon, beyond line-of-sight voice and position location information without the need for local ground infrastructure. This capability will likely provide an unprecedented level of situational awareness for disadvantaged personnel traveling deep into the Arctic Circle to perform missions such as search-and-rescue, maritime patrols, and disaster relief. To ensure fleet proficiency, new techniques and procedures should be adopted, reflected in the U.S. Navy&rsquo;s Arctic Maritime Response Force Concept of Operation (CONOP), and subsequently practiced in joint exercises such as Operation Nanook and Northern Eagle. However, developing this proficiency is heavily dependent on Commandant Commanders adopting and integrating this capability into a broader joint Arctic strategy &ndash; a strategy that has yet to be defined.&nbsp;DTCS is the most significant tactical communications improvement in the Arctic to date. </span></span></span></p>
<p><span style="font-size: medium"><span style="font-family: Times New Roman"><span style="color: #1b1b1b">This demonstration showed how the U.S. Navy can effectively leverage commercial space systems to command and control forces in the Arctic region. The ability to conduct satellite surveillance in the Arctic using High Resolution Synthetic Aperture Radar (SAR) also remains a significant capability gap for maritime forces. Combining SAR with automatic identification system (AIS) data may provide the navies and coast guards of the eight Arctic states improved maritime domain awareness &ndash; perhaps another area which the U.S. Navy can leverage industry and mark another significant milestone in developing greater Arctic capabilities and capacity. <br />
</span></span></span></p>
<div style="line-height: 18pt; margin: 12pt 0in 0pt; background: white"><span style="font-size: medium"><span style="font-family: Times New Roman"><span style="color: #1b1b1b"><br />
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<div style="margin: 0in 0in 10pt"><span style="font-size: medium"><span style="font-family: Times New Roman"><em>These are the author's own&nbsp;personal views and do not reflect the official policy or position&nbsp;of the Naval War College, the Department of the Navy, the Department of Defense or any other branch or agency of the U.S. Government.</em></span></span></div>
</span></div>]]></description>
     <pubDate>Tue, 04 Dec 2012 13:31:00 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/December-2012-(1)/U-S--Navy-Displays-Enhanced-Arctic-Capabilities--W.aspx]]></link>     
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     <guid isPermaLink="true"><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/July-2012/U-S--Maritime-Forces-Unable-to-Support-Large-Oil-S.aspx]]></guid>
     <title><![CDATA[U.S. Maritime Forces Unable to Support Large Oil Spill in Arctic]]></title>
     <description><![CDATA[<div style="margin: 0in 0in 10pt">As a Professor in the War Gaming Department at the U.S. Naval War College, I recently found myself serving as the Lead Analyst for the Fleet Arctic Operations Game. In order to support the U.S. Navy's Arctic Road Map, the game examined the capability gaps that inhibit the U.S. Navy from sustaining operations in the Arctic.&nbsp;After analyzing myriad datasets collected from the nearly seventy senior civilian and military planners and operators, as well as systems analyst and scholars, it became clear that the U.S. Navy and broader national security community lacks sufficient capabilities to operate in the Arctic. Nowhere was this problem more evident than in the U.S Navy and Coast Guard&rsquo;s ability to effectively respond to an oil spill in the Arctic.</div>
<div style="margin: 0in 0in 10pt">Last Thursday, the Obama administration announced plans to open up three new areas in the Arctic Ocean, just off the coast of Alaska, for oil and gas drilling.&nbsp;While discussing these plans, Interior Secretary Ken Salazar asserted that the capabilities exist that are required to quickly respond to an oil spill in the Arctic and avoid environmental damage.</div>
<div style="margin: 0in 0in 10pt">Secretary Salazar&rsquo;s argument seems to rest in the hands of industry rather than government. Pete Slaiby, vice president of Shell Alaska, suggest the company is prepared to deploy emergency assets within an hour of an accident and leverage existing relationships to acquire necessary personnel and equipment from Alaska and around the world. While private companies, such as Shell are confident in their ability to respond to a spill, the U.S. Navy and Coast Guard must quickly develop required response capabilities and plans before production gets too far ahead of preparation. &nbsp;</div>
<div style="margin: 0in 0in 10pt">According to the game&rsquo;s findings, a U.S. oil spill response force off the northern coast of Alaska &ndash; with the U.S. Coast Guard as the lead entity and U.S. Navy supporting - would most likely require coordination with Russia, Canada, and the state of Alaska, the acquisition of oil spill data models, air assets to support air traffic control, as well as surface platforms to support industry efforts to control the oil leak and spill containment.</div>
<div style="margin: 0in 0in 10pt">Ice accretion, strong winds, and thick fog, coupled with longer and darker nights, make oil spill containment and cleanup operations in the Arctic quite challenging. Moreover, the U.S. Navy and Coast Guard lack sufficient knowledge of oil spill dispersion forecasts, trained personnel, and ice capable vessels, as well as cooperative arrangements with industry, local authorities, and partners in the region, particularly Canada and Russia. &nbsp;</div>
<div style="margin: 0in 0in 10pt">The political and economic ramifications for US forces unable to control and contain a massive oil spill as well as save the lives of those impacted are much more complex than Secretary Salazar&rsquo;s decision to open up new drilling areas in the region would suggest. &nbsp;If industry is unable to quickly control and contain a massive oil spill in the Arctic, than I would not look to the U.S. Navy and Coast Guard to be of much help. &nbsp;&nbsp;So, if not U.S. maritime forces, then who?</div>
<hr />
<div style="margin: 0in 0in 10pt"><em>These are the author's own&nbsp;personal views and do not reflect the official policy or position&nbsp;of the Naval War College, the Department of the Navy, the Department of Defense or any other branch or agency of the U.S. Government.</em></div>]]></description>
     <pubDate>Mon, 02 Jul 2012 10:57:11 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/July-2012/U-S--Maritime-Forces-Unable-to-Support-Large-Oil-S.aspx]]></link>     
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     <guid isPermaLink="true"><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/February-2011-(1)/Power-Corrupts,-PowerPoint-Corrupts-Absolutely.aspx]]></guid>
     <title><![CDATA[Power Corrupts, PowerPoint Corrupts Absolutely]]></title>
     <description><![CDATA[<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">In our line of work, many of us spend a fair amount of time on our feet communicating with an audience - facilitating a game cell, moderating in the conference center, briefing a sponsor, leading a workshop, etc.&nbsp;Often these activities involve the use of visual media, more often than not PowerPoint, but also white boards, Post-It notes, butcher block, i2 Text Chart, smart boards, etc.&nbsp;The intent of using visual media is to make our presentation, our message, more impactful or to help audiences see and understand information in a more effective manner.&nbsp;We&rsquo;ve been visually communicating since the first prehistoric painting on a cave wall.</span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">And yet too often the modern default is to build a heavily text-bulleted PowerPoint brief which actually detracts from the effectiveness of the presentation (as your audience cannot listen and read at the same time) &ndash; in fact, it&rsquo;s no longer a presentation, but rather a projected document, or &lsquo;slideocument.&rsquo;&nbsp;These are often introduced with the words, &ldquo;I know you can&rsquo;t read this but (I&rsquo;m going to show it to you anyway)&rdquo;, or &ldquo;I&rsquo;ll let you read this on your own (but I&rsquo;m going to keep talking at you while you try).&rdquo;&nbsp;There&rsquo;s a reason there&rsquo;s no project function in Microsoft Word. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">Decrying the tyranny of PowerPoint is nothing new, yet we seem powerless to do anything about it, or rather, unwilling. &nbsp;In her book, <i>Slide:ology,</i> Nancy Duarte outlines the basics of graphic and visual design intended to improve the effectiveness of presentations using software like PowerPoint or Keynote such that its use enlightens the audience rather than being a crutch for the presenter (or &lsquo;PowerPoint as Teleprompter&rsquo;).&nbsp;</span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">Duarte challenges what has become the standard PowerPoint format &ndash; repetitive logos (why actually do we need the command patch on every slide?), fussy backgrounds, mismatched clipart, dense text, sub-sub-sub bullets, random color use, distracting animation &ndash; and in its place offers techniques to develop visuals that add clarity and impact to the speaker&rsquo;s message. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">It&rsquo;s not easy to break the bullet habit, and many of my own presentations could benefit from a visual make-over; but here&rsquo;s a simple way to revise a PowerPoint brief:</span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">1. <b>Pull just about all text into the speaker's notes</b>.&nbsp;If it&rsquo;s that important that your audience has something to read, then take the time to flesh out your speaker notes as a Word document handout. </span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">2. <b>Make any remaining images as big as possible</b>.&nbsp;If it&rsquo;s worth putting on a slide, it&rsquo;s worth having the audience be able to see it.</span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">3. <b>Ask if the big image really adds any value</b>.&nbsp;This tends to eliminate cute clipart.</span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">4. <b>If there's nothing left on the slide, that&rsquo;s OK</b>.&nbsp;This is your cue to fade to white (or black), i.e. have a blank screen.&nbsp;There's no reason there has to be something on the screen 100% of the time.</span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">If you end up with all blank slides, then what purpose was PowerPoint actually serving? </span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">War gaming can produce powerful insights, but PowerPoint can kill that message when used badly.&nbsp;We owe it to our sponsors to present our findings in the most informative, persuasive manner possible, using the right tool, the right way, for the right message.&nbsp;&nbsp;&nbsp; </span></span></div>
<div style="margin: 0in 0in 10pt"><span style="font-size: small"><span style="font-family: Arial">While death and taxes may be inevitable, death by PowerPoint is not.</span></span></div>]]></description>
     <pubDate>Mon, 28 Feb 2011 13:02:55 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/February-2011-(1)/Power-Corrupts,-PowerPoint-Corrupts-Absolutely.aspx]]></link>     
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     <guid isPermaLink="true"><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/February-2011-(1)/What-is-Your-Research-Question(s)-.aspx]]></guid>
     <title><![CDATA[What is Your Research Question(s)?]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial">One of the fundamental aspects of gaming that influences your research and game design are the research questions.&nbsp;What questions are you attempting to answer in this game? Accordingly, a purpose statement is first developed which establishes the central direction of the game. Mainly in qualitative games, the purpose statement will describe the central phenomenon, indicate the strategy of inquiry and may even mention the players or individual, group or organization of which a game may support. &nbsp;From the broad, general purpose statement, the research team narrows the purpose down even further into the game&rsquo;s objectives. Specific research questions are then developed. In a heavy qualitative, inductive game such as the Global Maritime Partnerships (GMP) Game 2010, the research questions developed assumed two forms: a central question and subsidiary questions. The central question is a broad question that asks for an exploration of the central phenomenon or concept being explored in this game. Ask yourself, &ldquo;What is the broadest question I can ask in this game in order to effectively investigate the sponsors underlying problem?&rdquo; The intent of many games is to explore the complex set of factors surrounding the central phenomenon and present the varied perspectives or meanings that the game participants hold. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">Applying Creswell&rsquo;s model to the development of research question in gaming, the following are some general principles that may assist you in writing broad, qualitative research questions: </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">a) Ask one or two central questions followed by five to seven sub questions. The several sub questions follow each general central question; the sub questions help narrow the focus of the game and bound the problem you&rsquo;re exploring. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">b) The central question(s) and subsidiary questions should be grounded from the game&rsquo;s purpose, objectives and related literature (military documents, scholarly articles, etc.).</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">c) Begin the research questions with the words what or how to convey an open and emerging research and game design. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">d) Expect the research questions to evolve over the course of the game in a manner consistent with the assumptions of an emerging game design.</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">e) Use open ended questions, without reference to the literature or theory. However, in a game where you&rsquo;re examining specific polices, plans or strategies, or using a document to generate specific hypothesis, it may be appropriate to cite or use this document as part of your research question. For example, one may consider a central research question to be, &quot;Based on the existing Fleet CONOPS, what are the gaps that limit the Navy&rsquo;s ability to sustain maritime operations in the Caribbean? The specific mission sets outlined in the CONOPS, which are then applied in the game, is your independent variable, and the gaps that preclude you from accomplishing those missions is your dependent variable. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">Your independent variables are those that almost certainly cause, influence, or affect outcomes. Your dependent variables are those that depend on the independent variable; they are the outcomes or results of the influence of the independent variables. We may have intervening or mediating variables that stand between the independent and dependent variable (Creswell, 2009). These could be viewed as other factors that may also influence an outcome. &nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">Once we are equipped with the research questions and hypotheses, we will then be prepared to apply the appropriate model of gaming to a project (e.g. one-sided, one and a half sided, and two sided), develop the data collection instruments, and prepare the scenario and game products.</span></span></p>]]></description>
     <pubDate>Fri, 11 Feb 2011 15:04:16 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/February-2011-(1)/What-is-Your-Research-Question(s)-.aspx]]></link>     
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     <guid isPermaLink="true"><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/January-2011-(1)/The-Role-of-a-Literature-Review-in-Gaming-.aspx]]></guid>
     <title><![CDATA[The Role of a Literature Review in Gaming?]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial">Quite often in gaming, the research being conducted to address the problems or questions raised by sponsors is highly inductive and qualitative in nature. An inductive approach in gaming, of which is described in the Data Collection and Analysis Plan (DCAP), calls for the collection and analysis of data to identify any patterns emerge that suggest a relationship between variables.&nbsp;The team of gaming professionals will undertake a comprehensive literature review at the very beginning of the research project. However, the literature review is not something that is just conducted early on in the gaming process. Many of the new insights and implications garnered from the data during post game analysis encourages the analysis team to investigate even further in the literature.&nbsp;&nbsp;&nbsp;&nbsp; </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">With an approach grounded in learning from the game participants, the literature review is used to frame the problem in the introduction of the game report. This provides a useful backdrop for the reader or sponsor of the problems or issues leading up to the need for the game. Periodically, the literature is often broken out towards the end of the game report, where it is used to compare and contrast with the results that emerged from game play. &nbsp;However, when a grounded theory or phenomenological study is employed, such as in the case of the Navy Irregular Challenges Game (October 2010), the literature is less often used to set the stage for the game. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">The literature review enables the research team to identify the gaps in knowledge that are worthy of future study, challenge current ideas in the field and acquire an accepted theory and apply to a specific area being explored in a game. The review of related literature assist in bounding the scope of the problem, developing the research questions, and understanding the various perspectives garnered from the game&rsquo;s sponsor. Quite often the most practical and useful application of a games findings occurs when those new insights and ideas can be applied and examined to future games, such as in serial gaming.&nbsp;Between the inner war years, the War Gaming Department was successful in building upon many of the previous games executed, which in turn, assisted in identifying the growing naval threat in the pacific. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">When a deductive approach is applied to gaming, such as in the case of the MDA Operational Game (July 2010), the literature review helps provide a source for the focus of the research, which included the development of the games objectives, research questions and hypothesis. Conversely, if a game favors more toward an inductive approach, as it did in the Global Maritime Partnerships Game (October 2010), the analysis team will begin with the collection and analysis of data, &lsquo;a process that leads to questions that are then addressed through engagement with the literature&rsquo; (Gray, 2009). </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">The other component of a literature review that has yet to be mentioned focuses on research methods. The DCAP will discuss not only the research design, approaches and tools used for that particular game, but also for other studies and games and the academic sources used to justify the use of them. </span></span></p>]]></description>
     <pubDate>Fri, 21 Jan 2011 16:24:52 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/January-2011-(1)/The-Role-of-a-Literature-Review-in-Gaming-.aspx]]></link>     
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     <guid isPermaLink="true"><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/January-2011-(1)/Analysis-Up-Front--Defining-the-Problem.aspx]]></guid>
     <title><![CDATA[Analysis Up Front: Defining the Problem]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial">The War Gaming Department strives to provide interested stakeholders with intellectually honest analysis of complex problems. Research in this context is a &lsquo;systematic and organized effort to investigate a specific research problem that requires a solution&rsquo; (Sekaran, 2007:4). This type of applied research in War Gaming uses an accumulation of theories, knowledge, and techniques for the purposes of examining specific issues driven by sponsors. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">Because many of the issues that interested parties ask us to explore involve qualitative issues and data (e.g., decision-making processes) war games rarely allow for inferential analysis. In other words, war games are not predictive; we cannot make generalizations beyond the data about how future players might respond to the problem at hand. The participants or players are often hand selected making it nearly impossible to use a random sample. That is why a significant focus in gaming is placed in the methodology (e.g. methods, tools and techniques) used. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">In gaming, the initial process of inquiry usually starts at the Concept Development Conference or CDC. &nbsp;From an analytical perspective, this is the most important planning meeting that occurs through the gaming process.&nbsp;Normally this is the first time the game sponsor and war gaming faculty meet to discuss the perceived stressors and challenges encountered. &nbsp;Following Pete Pellegrino&rsquo;s Purpose-Method-End State structure discussed in his latest blog entry will enable the game sponsor and war gaming faculty zero in on the specific objective and motivating factors for using gaming as a tool to explore these issues. This event sets the foundation for the reminder of the gaming process and helps define the problem and narrow the scope of the research down so that an analytical game can be developed. In order for a game to answer a sponsor&rsquo;s problem(s), analysis must drive the design from the very beginning. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">The development of the objectives is an art in itself. One problem solving technique used during the CDC is a technique called the &lsquo;5 Why Drill Down&rsquo;. This technique breaks down fairly complex problems into progressively smaller parts. Using this technique helps the sponsor identify the root causes of problems or incidents faced.&nbsp;When walking away from a successful CDC, both the game sponsor and War Gaming faculty should have a clear and common understanding of the specific problems leading to this game, any recommended literature or resources available about the research problem and deficiencies in the literature about the problem. From there the game&rsquo;s purpose (e.g. why are we conducting this study - analytical, experiential, both) and objectives (e.g. clearly defined result) are finally formulated along with a good understanding of the sponsors hypothesis or assumptions brought into the game. At this point, potential participants or players can be identified. Saving this towards the end enables both the sponsor and gaming team to identify WHO really fits within the context of this game and WHY.&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">Once the purpose and objectives are developed and agreed upon by the sponsor and the War Gaming Department, an overarching research question (1-2) and subsidiary questions (5-7) are developed. &nbsp;The research design can be qualitative, quantitative or mixed depending on the purpose and questions developed. Going through this rigorous yet sometimes cumbersome process assures that that the subsequent game design fits according to the analytical framing and research design.&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">&nbsp;</span></span></p>]]></description>
     <pubDate>Fri, 14 Jan 2011 14:58:48 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/January-2011-(1)/Analysis-Up-Front--Defining-the-Problem.aspx]]></link>     
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     <guid isPermaLink="true"><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/December-2010/It’s-All-About-the-Objective,-Baby.aspx]]></guid>
     <title><![CDATA[It’s All About the Objective, Baby.......]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial">Too often war game objectives become laundry lists detailing 20+ things the game will accomplish.&nbsp;After all, if one objective is good, then more must be better!<span style="color: black">&nbsp;</span>Multiple objectives are often cited as creating more &ldquo;bang for the buck.&rdquo;&nbsp;Adding just one more objective shouldn&rsquo;t be a problem, right?&nbsp;However, if you see the objective as:</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">(1) An outgrowth of the sponsor&rsquo;s problem statement (i.e. why he wants a game), </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">(2) The driver for game design, and </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">(3) The successful outcome of the game (i.e. end state), </span></span><span style="font-size: small"><span style="font-family: Arial">&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">Then how do multiple objectives fit the design logic?&nbsp;The tendency is to mistake methods for objectives, which explains why so many games end up with multiple &ldquo;objectives,&rdquo; most of which are verb based.&nbsp;&ldquo;Explore the implication&hellip;&rdquo; or &ldquo;Identify shortfalls&hellip;&rdquo; or &ldquo;Review operational plans&hellip;&rdquo; etc.&nbsp;</span></span><br />
<br />
<span style="font-size: small"><span style="font-family: Arial">Using a Purpose-Method-End State structure, you can see how you could have multiple METHODS, but there can only be one END STATE (objective). How do you want the participants or the state of the project to be different at the end of the event?&nbsp;One question to ask a sponsor is &ldquo;This event will be a success if&hellip;&rdquo; to get at an end state type objective.&nbsp;You&rsquo;ll need a way to know if you actually achieved the objective, so it should be specific and measurable, otherwise how will you know if your game did what is was supposed to do?&nbsp;</span></span><span style="font-size: small"><span style="font-family: Arial">&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">War gaming is much more than &ldquo;hosting a war&rdquo; and sending out invites - &ldquo;You&rsquo;re Invited to a War Game (bring your own order of battle).&rdquo;&nbsp;Without a clear objective, you might as well throw some plastic army men, model ships and toy planes into a shoe box, shake it up, and &lsquo;hope&rsquo; something interesting happens to justify the travel and per diem expense.<span style="color: white"> &nbsp;</span>While you&rsquo;re at it, toss in a Buzz Lightyear figure and your favorite Godzilla toy, because without a solid objective, Godzilla is just as likely to produce &ldquo;something interesting&rdquo; as anything else.</span></span><span style="font-size: small"><span style="font-family: Arial">&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">After dumping the contents of your war game box back out onto the table, everyone will &ldquo;see&rdquo; what they want to see amongst the pile of toys.&nbsp;Like Ouija boards and horoscopes, everyone will be able to claim that the war game has validated their preferred outcome, even if they&rsquo;re analytic opposites.&nbsp;</span></span><span style="font-size: small"><span style="font-family: Arial">&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">This &ldquo;throw a war together&rdquo; approach is too often the default.&nbsp;It becomes more and more about creating the virtual environment, and less and less about why you&rsquo;re trying to create the environment in the first place.&nbsp;You can see the potential problem when you have toys lying around, and for lack of a better approach, feel compelled to toss them into play.&nbsp;</span></span><span style="font-size: small"><span style="font-family: Arial">&nbsp;</span></span><br />
<br />
<span style="font-size: small"><span style="font-family: Arial">The objective is the game&rsquo;s foundation.&nbsp;Bad foundations seldom lead to good outcomes!</span></span></p>]]></description>
     <pubDate>Fri, 10 Dec 2010 14:49:47 GMT</pubDate>
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     <title><![CDATA[Blog Entry]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial">Last month, I had the opportunity to travel with 34 other doctoral candidates and faculty members from the Law and Policy Doctoral (LPD) Program in the College of Professional Studies at Northeastern University, Boston, to Trinidad and Tobago (T&amp;T), as part of an international immersion research initiative. While in T&amp;T, I interacted with a wide array of academic, business, political, military and civil society groups in order to gather data in support my doctoral research. We met with members of the faculty from the University of the West Indies (UWI), toured the Coast Guard Base at Staubles Bay, Chaguaramas, and met with gang leaders within the town of Laventille, one of the most violent and poorest areas of T&amp;T. &nbsp;Later on in the week, we visited the Gandhi Memorial Vedic Primary School, the House of Parliament, and the National Gas Company (NGC), met with former Prime Minister Patrick Manning and fast ferried from Trinidad to Tobago to visit the Tobago House of Assembly (THA). During our visit the Coast Guard Headquarters, we were briefed by CDR Pritchard, Commander of T&amp;T Coast Guard, who spoke very candidly about the recent release of their Joint CONOPS, their Naval Order of Battle, existing U.S. and T&amp;T Naval partnerships, as well as many of the stressors and demands their nation encounters in the maritime environment.&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">After reflecting on our conversations throughout the week, I quickly grasped the significant short fall in capabilities and resources that the T&amp;T Navy faces to effectively address the narcotics problem both within territorial and international waters. CDR Pritchard discussed, narcotics trafficking in the context of &ldquo;not just a T&amp;T problem, but a regional problem,&rdquo; and that a collaborative regional approach is needed to address this issue. Many of the catalysts to instability within T&amp;T, such as poverty, corruption, resource scarcity, and transnational criminality, parallel many of the same issues encountered by countries who participated in the Global Maritime Partnerships (GMP) Game last month at the Naval War College. CDR Pritchard also discussed one of T&amp;T&rsquo;s most recent initiatives, a Joint Operations Center, which brings in local, state &amp; federal authorities, military branches, along with international partners under one roof to collaborate and share information and intelligence. </span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">During our visit to the house of parliament we had the opportunity to sit in on a live session where members of parliament debated the purchase of three Operational Patrol Vessels (OPV) to support the counternarcotics mission of the T&amp;T Coast Guard. Listening to arguments on both sides, it was obvious that the strategies to address narcotics trafficking differed among political leadership. One side discussed the need to need to purchase these vessels to mitigate narco traffickers at sea, prior to getting to the shores. While the opposition proffered that the narcotics problem is a land problem and additional resources should be dedicated to such efforts. Similarly, during the GMP game, the Central American player cell noted that it is much more effective to address narcotics trafficking at sea, rather than tackling the problem at its root cause because of the high levels of corruption within there respective governments. My visit to T&amp;T was an eye-opening experience that solidified the importance of engaging with our international partners on issues of common concern and the need to explore, through gaming and research,&nbsp;ways which the global maritime community can address these challenges.&nbsp;&nbsp;</span></span></p>]]></description>
     <pubDate>Wed, 10 Nov 2010 09:46:44 GMT</pubDate>
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     <title><![CDATA[Game Design Spider Web]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial">Good event design (game, seminar or workshop) looks at all those pieces-parts somehow related to the issue at hand.&nbsp;For a complex problem, this could become a dizzying array of factors.&nbsp;Turning to the objective, we can exclude those factors beyond the scale and scope of the event.&nbsp;Of the ones remaining, we ask, &ldquo;So what? &nbsp;Why is that particular factor, in light of the objective, important?&nbsp;How are the factors connected?&rdquo;&nbsp;Factors that do not have significant implications for or weak linkages to the objective are further eliminated or notionalized.&nbsp;Finally we ask of the remaining factors, &ldquo;Which factors do we want participants to discuss or make decisions about?&rdquo; and &ldquo;Which contribute to the participants' decisions, but are outside of what we want them to directly deal with?&rdquo;</span></span><br />
<br />
<span style="font-size: small"><span style="font-family: Arial">This approach weaves a web of interconnected elements which can be explicitly shown to be relevant to the issue and objective.&nbsp;Like dew drops clinging to a spider web, the outermost part of the web holds those notionalized or abstracted factors which often become &quot;givens&quot; or background information.&nbsp;In the next inward portion of the web cling those elements which will influence or be influenced by our participants&rsquo; actions; this is the realm of the white cell or moderator, injects, models and sims, assessment, &quot;higher authority&quot;, etc.&nbsp;At the center of the web are the participants and all those elements at the core of the activity.&nbsp;These elements will have the highest level of detail, but be fewer in number than those factors in the rest of the web.</span></span><span style="font-size: small"><span style="font-family: Arial">&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">The web works for a variety of reasons; along with being able to show the connection to the objective, it keeps all the factors in a delicate balance.&nbsp;The factors of the greatest importance resident in the smallest central portion of web, while those of lesser importance are located out in the broader areas of the web&rsquo;s periphery.&nbsp;Like the spider, our participants are able then to concentrate on the convergence of elements at the center of our investigation, vice crawling over the entire web wasting precious time jumping from factor to factor.&nbsp;</span></span><span style="font-size: small"><span style="font-family: Arial">&nbsp;</span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial">Once constructed, the web is stable.&nbsp;If new factors are to now be added to the web, they must be carefully analyzed to see if and where they connect.&nbsp;If sufficient connections cannot be found, the new factor should be allowed to fall away.&nbsp;Forcing any factor into the web without sufficient understanding of it role risks tangling the entire structure and leaving the chances of a successful game, seminar or workshop in tatters.&nbsp;The smart spider scurries away at this point!</span></span></p>]]></description>
     <pubDate>Thu, 29 Jul 2010 10:56:28 GMT</pubDate>
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     <title><![CDATA[Creating Worlds]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">An article on the front of the Providence Journal &nbsp;</span></span></span><span style="line-height: 115%; font-size: 9pt"><a href="http://www.projo.com/news/content/38_studios_visit_07-15-10_U7J6AC7_v30.1914af9.html"><span style="font-size: small"><span style="font-family: Arial">http://www.projo.com/news/content/38_studios_visit_07-15-10_U7J6AC7_v30.1914af9.html</span></span></a></span><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">&nbsp;reports that former Red Sox pitcher Curt Schilling&rsquo;s video game company 38 Studios is considering a move to RI.&nbsp;Currently based in Maynard, MA, the company employs &ldquo;a team of artists, engineers, technicians, musicians and storytellers&rdquo; who are working on the company&rsquo;s soon to be released massive multi-player online game, or MMOG, code named Copernicus.&nbsp;The creative team includes fantasy author R.A. Salvatore, comic book and toy creator Todd McFarlane, best known for Spawn, and game designer Ken Rolston. </span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">Says Salvatore of Copernicus, &ldquo;This is a world that&rsquo;s believable, it&rsquo;s gorgeous, it makes sense. It&rsquo;s full of beauty and danger and adventure.&rdquo;</span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">This gaming world is a fantasy world, which the team at 38 Studios must create from scratch.&nbsp;For 38 Studio&rsquo;s game to be a financial success, they must create a gaming world which is so compelling that subscribers are willing to &ldquo;pay to play.&rdquo;&nbsp;This is the ultimate constructive design process &ndash; the blank canvas.&nbsp;For anything to be in this world, it must be added to the game.</span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">Professional war games, on the other hand, are often designed from the deconstructive (or distillation/abstraction) process.&nbsp;Given that we already have a &lsquo;real&rsquo; world with environment, orders of battle, culture, societies, etc., we are often faced with the challenge of what to <i>remove</i> in order to accommodate limitations of time, space and resources while still meeting our educational or research based gaming objectives.</span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">The need to construct a compelling world, therefore, can be overlooked in the professional game design process.&nbsp;Yet it is no less important to the success of the professional game.&nbsp;While players may not pay a subscription fee, for many war game participants it still costs in terms of travel budgets and perhaps more importantly time away from primary duties.&nbsp;</span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">I once had a game sponsor say that he didn&rsquo;t particularly care about engaging the players, because &ldquo;they come and play because they&rsquo;re told to.&rdquo;&nbsp;True in the case of military officers, but the quality of play will be greatly diminished if the players&rsquo; level of engagement simply consists of showing up, and are more worried about moving up their flight home than what is going on in the game.</span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">In the end, our professional games are no more or less &lsquo;real&rsquo; than fantasy games &ndash; a game is a game.&nbsp;I know of fantasy gamers who were more genuinely distraught over the death of a single online character than players of &ldquo;serious&rdquo; war games were over the loss of hundreds of soldiers and civilians.&nbsp;In the latter case a certain level of engagement was clearly missing.&nbsp;</span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">Your players are the heart of your game.&nbsp;No players, no heart, no game.&nbsp;Creating an engaging world for those players, both the real physical environment they inhabit during the game, and the artificial environment in which they play, is crucial to getting the results you&rsquo;re hoping for.&nbsp;&nbsp;&nbsp; </span></span></span></p>]]></description>
     <pubDate>Thu, 15 Jul 2010 14:52:00 GMT</pubDate>
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     <title><![CDATA[Playing the BP Game]]></title>
     <description><![CDATA[<p><span><span>I once had a commodore who was fond of saying, &ldquo;life is a test, and you can fail.&rdquo;&nbsp;It is not much of a leap to modify that to &ldquo;Life is a game, and you can lose.&rdquo;&nbsp;Or play poorly.<br />
</span></span><br />
<span><span>In games, particularly those involving strategic game theory, there are players who have options.&nbsp;Those options have varying payoffs.&nbsp;Payoffs can either be positive (rewards) or negative (penalty).&nbsp;Based on those payoffs, players will make choices based on what appears to be in their best interest.&nbsp;But the payoff I ultimately receive is a function of both my choice and the choice my opponent makes.&nbsp;The Prisoner&rsquo;s Dilemma is a well known example.&nbsp;</span></span></p>
<div><span><span>It is those payoffs which influence the players&rsquo; behavior. </span></span></div>
<div><span><span>As I follow the BP oil spill story in the Gulf of Mexico, I frequently read things like &ldquo;The Coast Guard has given BP a 48 hour deadline to come up with a better containment plan,&rdquo; or &ldquo;The President is increasing the pressure on BP.&rdquo; </span></span></div>
<div><span><span>In the first case, a deadline can be seen as a time limit applied to a series of choices.&nbsp;The very first choice is whether or not to comply with the deadline.&nbsp;Returning to game theory, choices are made based on payoffs.&nbsp;So what is the payoff-penalty if BP chooses not to comply?&nbsp;Do you ever hear the &ldquo;or else&rdquo; part, as in &ldquo;Meet this deadline or else.&rdquo;&nbsp;Or else what?&nbsp;&nbsp;</span></span></div>
<div><span><span>In the second case, increasing &ldquo;pressure&rdquo; on a player again would seem to indicate a desire to change my opponent&rsquo;s choice-behavior, i.e. the calculus he goes through in making his decision.&nbsp;Once again returning to game theory, this is done by changing (1) the number of options, and/or (2) the payoffs.&nbsp;The President would appear to be trying to change the magnitude of a negative payoff; the penalty associated with options the President would rather BP not choose.&nbsp;He could of course try to increase the reward for options he would rather they choose as in game theory payoffs are relative , though I doubt he&rsquo;s in the mood to be seen as rewarding BP for anything.&nbsp;So the payoffs must be changed to increase the deterrent effect for some options and thereby increase the attractiveness of others for BP, which makes them want to act before the payoffs get potentially worse ( If you&rsquo;re into game theory, this example has elements common to a Rubinstein Bargaining game, where time becomes a factor).&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;</span></span></div>
<div><span><span>But in my admitted overly simplified example, the game here depends on all the players agreeing that (1) these are the only options, and (2) these are the understood payoffs.&nbsp;Notice that in both the previous examples, the focus is on one player trying to define the payoffs, not for himself, but for the other player.&nbsp;Recall though that a rationale player acts in his own best interest, and that only the player can determine what is or is not in their best interest.&nbsp;</span></span></div>
<div><span><span>So we have a very flawed game with missing or ill-defined payoffs.&nbsp;Now clearly the game is much more involved than presented here.&nbsp;The number or players, the number of options are much more complex.&nbsp;But from a game design perspective, the BP spill illustrates both the importance and difficulty of understanding the problem and getting the &ldquo;rules&rdquo; of the game right.&nbsp;This is why games, good games, take more than just a few weeks to put together.&nbsp;If you have a cookie-cutter problem, you can have a cookie-cutter game, but seldom are complex problems that easy to solve.</span></span></div>]]></description>
     <pubDate>Mon, 14 Jun 2010 15:45:35 GMT</pubDate>
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     <title><![CDATA[What is a Two-Sided Game?]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial">A colleague of mine asked where I found my working definition for one, </span></span><span style="font-size: small"><span style="font-family: Arial">one-and-a-half and two-sided games that appears in some of my game design </span></span><span style="font-size: small"><span style="font-family: Arial">lecture material.&nbsp;As far as I know, there is no &quot;official' lexicon for war </span></span><span style="font-size: small"><span style="font-family: Arial">gaming, so I made it up.&nbsp;In truth, it is not so much a definition of WHAT </span></span><span style="font-size: small"><span style="font-family: Arial">two-sided gaming is, but rather WHEN you should use two-sided vs. one or </span></span><span style="font-size: small"><span style="font-family: Arial">one-and-a-half sides in your game design.&nbsp;Perhaps the best way to think about </span></span><span style="font-size: small"><span style="font-family: Arial">sides in a war game is to take it from the players' perspective, i.e. &quot;Who am </span></span><span style="font-size: small"><span style="font-family: Arial">I playing against and what is their objective?&quot; and &quot;What is the role of </span></span><span style="font-size: small"><span style="font-family: Arial">Control?&quot;<br />
</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">If the challenges facing the player team (e.g. the Blue Team) are primarily </span></span><span style="font-size: small"><span style="font-family: Arial">created by a moderator, facilitator, faculty group or control team whose only </span></span><span style="font-size: small"><span style="font-family: Arial">purpose in the game is to poke, probe or otherwise stimulate Blue to think </span></span><span style="font-size: small"><span style="font-family: Arial">about and respond to a problem, often in a pre-scripted manner - in other </span></span><span style="font-size: small"><span style="font-family: Arial">words, have no gaming winning objective of their own - then it's a one sided </span></span><span style="font-size: small"><span style="font-family: Arial">game.&nbsp;If the adversary is a separate team from the control group, but under </span></span><span style="font-size: small"><span style="font-family: Arial">Control's close supervision in order to maintain game pace, direction and </span></span><span style="font-size: small"><span style="font-family: Arial">overall objective, then you have what we call a one-and-a-half sided game, the </span></span><span style="font-size: small"><span style="font-family: Arial">half being some aspects of a Red Team.&nbsp;Red in this case is essentially </span></span><span style="font-size: small"><span style="font-family: Arial">working for Control to assist in achieving the game's larger objective, which </span></span><span style="font-size: small"><span style="font-family: Arial">is often educational in nature.&nbsp;In this case Red is sometimes referred to as </span></span><span style="font-size: small"><span style="font-family: Arial">Pink (part White or control cell, part Red cell).&nbsp;In both these cases, </span></span><span style="font-size: small"><span style="font-family: Arial">Control or a notional Red is performing more of a Devil's Advocate or </span></span><span style="font-size: small"><span style="font-family: Arial">Anti-Blue role than a Pro-Red role for the purposes of challenging Blue.<br />
</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">If on the other hand, Red gets to play in a dynamic manner to achieve their </span></span><span style="font-size: small"><span style="font-family: Arial">own victory conditions, then you have a two-sided game (or multi-sided game). </span></span><span style="font-size: small"><span style="font-family: Arial">From either side's perspective, they are battling against another set of </span></span><span style="font-size: small"><span style="font-family: Arial">players on equal footing.&nbsp;Neither side has any undue or disproportionate </span></span><span style="font-size: small"><span style="font-family: Arial">interaction with Control.&nbsp;From an outside observer perspective, the sides are </span></span><span style="font-size: small"><span style="font-family: Arial">indistinguishable in terms of their purpose - that is, to win the game. </span></span><span style="font-size: small"><span style="font-family: Arial">Control acts more as an umpire to ensure the game is played according to the </span></span><span style="font-size: small"><span style="font-family: Arial">rules, and the score is the score.<br />
</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">You know you're probably NOT in a two-sided game:</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">- If injects are used or the game is MSEL driven.</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">- If the Red Team is being steered directly by Control.</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">- Phrases like &quot;keeping Red in their box&quot; are used.</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">- If Control, in acting as higher authority for both sides, is far more </span></span><span style="font-size: small"><span style="font-family: Arial">constraining and manipulative of Red than Blue.</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">- If Red winning runs counter to the game's objective.</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">- If there is no interest in whether or not Red can or does win.<br />
</span></span><br />
<span style="font-size: small"><span style="font-family: Arial">Two-sided games are more psychologically demanding.&nbsp;Take for instance a </span></span><span style="font-size: small"><span style="font-family: Arial">computer based game that can be played solitaire (against the computer) or </span></span><span style="font-size: small"><span style="font-family: Arial">networked with another human opponent, which I have at home.&nbsp;When my son </span></span><span style="font-size: small"><span style="font-family: Arial">plays against the computer, the game &quot;feels&quot; one or maybe one-and-a-half </span></span><span style="font-size: small"><span style="font-family: Arial">sided.&nbsp;While he doesn't like to lose to the computer, contrast that against </span></span><span style="font-size: small"><span style="font-family: Arial">when he plays against his brother on the other computer.&nbsp;The game now is </span></span><span style="font-size: small"><span style="font-family: Arial">definitely two-sided and the emotional commitment to the outcome is quite a </span></span><span style="font-size: small"><span style="font-family: Arial">bit higher!&nbsp;As McCarty Little put it, &quot;Now the great secret of its [war </span></span><span style="font-size: small"><span style="font-family: Arial">game's] power lies in the existence of the enemy, a live, vigorous enemy in </span></span><span style="font-size: small"><span style="font-family: Arial">the next room waiting feverishly to take advantage of any of our mistakes, </span></span><span style="font-size: small"><span style="font-family: Arial">ever ready to puncture any visionary scheme, to haul us down to earth.&quot;&nbsp;And </span></span><span style="font-size: small"><span style="font-family: Arial">if that applies to both sides, you have yourself a powerful two-sided game.</span></span></p>
<div style="margin: 0in 0in 10pt">&nbsp;</div>]]></description>
     <pubDate>Tue, 27 Apr 2010 12:14:18 GMT</pubDate>
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     <title><![CDATA[Gaming and Computer Programming – It’s All the Same Thing, Right?]]></title>
     <description><![CDATA[<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">A recent story on NPR (</span></span></span><span style="font-size: small"><span style="line-height: 115%"><a href="http://www.npr.org/templates/story/story.php?storyId=125588087"><span style="font-family: Arial"><font color="#800080">http://www.npr.org/templates/story/story.php?storyId=125588087</font></span></a></span><span style="font-family: Arial"><span style="line-height: 115%">) casually mixes gaming, simulation and computer programming, as if they were all one in the same.&nbsp;Typical is this quote from a student studying &ldquo;gaming,&rdquo; &ldquo;As soon as I got into computing, I just fell in love with it.&nbsp;I really love the logic behind it.&nbsp;I love the sort of building-something-out-of-nothing sense that you get from it.&rdquo;&nbsp;Notice he said &ldquo;computing,&rdquo; and not &ldquo;gaming.&rdquo;&nbsp;Even if that&rsquo;s what he meant, the two are clearly the same to him.<br />
</span></span></span><br />
<span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">According to the NPR story, students at Georgia Tech are learning how to design games by studying previous game systems.&nbsp;Game like Go (2,500 years old), Mahjong (2,000 years old) or Chess (1,500 years)?&nbsp;How about those Johnny-come-lately games like Monopoly (100 years)?&nbsp;Nope.&nbsp;The grand-daddy game to be studied&hellip;Atari (for those too young to remember, that would be Pong, 1972).</span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">To be fair, Pong was a phenomenon in its day.&nbsp;But why?&nbsp;To understand that, hopefully these degree programs include elements fundamental to game design &ndash; any game, not just computer games &nbsp;&ndash; why people play games, the nature of competition vs. cooperation, the concept of flow, the psychology of decision-making under stress, reward and penalty, etc. &nbsp;&nbsp;That part apparently isn&rsquo;t nearly as exciting as virtual reality, augmented environments and iPhone apps.&nbsp;But without those fundamentals, what you get is a <i>computer</i> game <i>programmer</i>, not necessarily a game <i>designer</i>. &nbsp;&nbsp;There&rsquo;s a reason those previously mentioned games have survived for hundreds or thousands of years, whereas the drawer under the family gaming console is littered with forgotten game cartridges from last year.&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">My issue with this story can be summed up by changing the title to this post to &ldquo;War Gaming and Models &amp; Simulation &ndash; It&rsquo;s All the Same Thing, Right?&rdquo;&nbsp;In other words, the tendency to see technology as the ends rather than a means to an end.&nbsp;Not that gaming is the ends, either.&nbsp;Gaming, using a board and tokens, playing cards, computer, ball and bat, or just our imaginations can be a powerful learning and discovery tool.&nbsp;At the Naval War College, gaming is used to examine a wide range of pol-mil problems: deterrence, cyber-threats, irregular warfare, conventional conflict, counter-proliferation, future maritime strategy&hellip;all with technology no more complex than desktop computers running Microsoft Office. </span></span></span></p>
<p><span style="font-size: small"><span style="font-family: Arial"><span style="line-height: 115%">By focusing on the latest technology, we tend to overlook the most powerful gaming system that&rsquo;s been around for millions of years &ndash; the human mind.</span></span></span><span style="line-height: 115%; font-size: 9pt">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span></p>]]></description>
     <pubDate>Tue, 06 Apr 2010 10:45:43 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/April-2010-(1)/Gaming-and-Computer-Programming-–-It’s-All-the-Sam.aspx]]></link>     
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     <title><![CDATA[Gaming and Black Boxes]]></title>
     <description><![CDATA[<div style="margin: 0in 0in 0pt"><span style="font-size: small"><span style="font-family: Arial">
<div>A colleague recently sent me this link to the computer-based variation of the Pandemic board game:</div>
<div>&nbsp;</div>
<div><a href="http://www.crazymonkeygames.com/fullscreen.php?game=Pandemic-2">http://www.crazymonkeygames.com/fullscreen.php?game=Pandemic-2</a></div>
<div>&nbsp;</div>
<div>This is a good example of the kind of game that evolves from examining and mapping a process, in this case, the spread of disease.&nbsp;This entails identifying the critical attributes of the system and understanding their input-process-output relationships.&nbsp;The designer decides which inputs he wants the player to make decisions about, which go into a 'black box' where some process takes place which converts the player inputs (decisions) into an output, in this case, death rates.&nbsp;While those inputs under the player's control are visible (resistance, symptoms, etc), the process is hidden (how and to what extent do all the attributes interact to affect the victory condition).&nbsp;Players via their choices try to influence the output to their favor in order to win the game.&nbsp;They have some metrics (lethality, infectious, visibility) which are like gauges attached to the black box, which give some clue as to how well we are manipulating some aspects of the machine.&nbsp;Through reasoned trial and error, the player tries to get the black box to produce the right output by making choices analogous to pulling on different levers attached to the box.&nbsp;Decisions are not free; the different levers cost differing amounts to pull, and the player has a budget.&nbsp;In this game, the budget is in the form of Evolution Points.&nbsp;</div>
<div>&nbsp;</div>
<div>If you play long enough, you should be able deduce what some of the algorithms are in the process and which levers are more important to pull than others to maximize your chances of winning.&nbsp;That's the game's challenge.</div>
<div>&nbsp;</div>
<div>But if the black box part of the game is so complicated that you can't even begin to understand (or in a reasonable amount of time begin to learn) the linkage between your actions and the outcomes, you quit playing in frustration.&nbsp;In good game design, there is a balance between the players' <span><font size="2">skill and the game's difficulty.&nbsp;This is Mihaly Csikszentmihalyi's concept </font></span><span><font size="2">of game &quot;flow.&quot; Too hard (complexity&gt;skill) you quit in frustration.&nbsp;Too </font></span><span><font size="2">easy (complexity&lt;skill) you quit out of boredom.&nbsp;A flawed game adds </font></span><span><font size="2">features which are really nothing more than eye-candy; they are levers which </font></span><span><font size="2">are not connected to the machine.&nbsp;You may initially believe that the </font></span><span><font size="2">features are good because they make the game look more 'realistic' or give </font></span><span><font size="2">the players more things to manipulate.&nbsp;Players soon view the game as </font></span><span><font size="2">'dishonest' - you can manipulate the controls of the game, make decisions, </font></span><span><font size="2">but quite frankly it won't help you win the game.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </font></span></div>
<div><span><font size="2">&nbsp;</font></span></div>
<div><span><font size="2">That's all purely from an entertainment perspective - hiding the process </font></span><span><font size="2">within the black box is part of the game.&nbsp;When it comes to professional war </font></span><span><font size="2">games, we are either trying to give players decision making experience </font></span><span><font size="2">(education) or develop decision making information (research and analysis). </font></span><span><font size="2">Therefore we should insist on looking &quot;under the hood&quot; of any black box or </font></span><span><font size="2">simulation that is a part of a game in order to understand how inputs are </font></span><span><font size="2">converted to outputs, lest game participants take away the wrong lesson or </font></span><span><font size="2">analysts draw the wrong conclusions.&nbsp;And not every simulation programmer is </font></span><span><font size="2">willing to lift that hood.</font></span></div>
</span></span></div>]]></description>
     <pubDate>Fri, 02 Apr 2010 10:05:07 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/April-2010-(1)/Gaming-and-Black-Boxes.aspx]]></link>     
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     <guid isPermaLink="true"><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/March-2010/Game-based-on-King-Philip’s-War-angers-Native-Amer.aspx]]></guid>
     <title><![CDATA[Game based on King Philip’s War angers Native Americans]]></title>
     <description><![CDATA[<div style="margin: 0in 0in 0pt">Earlier this week the Providence Journal printed a story about a board game</div>
<div style="margin: 0in 0in 0pt">by Multi-Man Publishing based on King Phillip's War, which has angered some</div>
<div style="margin: 0in 0in 0pt">Native Americans in Rhode Island.&nbsp;</div>
<div style="margin: 0in 0in 0pt">&nbsp;</div>
<div style="margin: 0in 0in 0pt">See</div>
<div style="margin: 0in 0in 0pt"><span style="color: #0000ff"><a target="_blank" href="http://www.projo.com/news/content/INDIAN_WAR_GAME_03-15-10_46HKPR8_v28.3a62f30.html">http://www.projo.com/news/content/INDIAN_WAR_GAME_03-15-10_46HKPR8_v28.3a62f</a></span></div>
<div style="margin: 0in 0in 0pt"><span style="color: #0000ff"><a target="_blank" href="http://www.projo.com/news/content/INDIAN_WAR_GAME_03-15-10_46HKPR8_v28.3a62f30.html">30.html</a></span></div>
<div style="margin: 0in 0in 0pt">&nbsp;</div>
<div style="margin: 0in 0in 0pt">Unfortunately the criticism of the game appears to spring forth from a basic</div>
<div style="margin: 0in 0in 0pt">misunderstanding of the word &quot;game.&quot;&nbsp;Games are for kids, games are for</div>
<div style="margin: 0in 0in 0pt">entertainment, games are for fun; and there's nothing fun about killing</div>
<div style="margin: 0in 0in 0pt">Indians.&nbsp;Of course, this is a rather narrow view on what games are used</div>
<div style="margin: 0in 0in 0pt">for, and the purpose of gaming within the education and research community.</div>
<div style="margin: 0in 0in 0pt">The game's designer, John Poniske, teaches social studies at a Maryland</div>
<div style="margin: 0in 0in 0pt">middle school, states that he created the game after reading an article</div>
<div style="margin: 0in 0in 0pt">about King Philip in the magazine Military History.&nbsp;&quot;I immediately saw the</div>
<div style="margin: 0in 0in 0pt">gaming potential in the historical situation,&quot; says Poniske, who has</div>
<div style="margin: 0in 0in 0pt">designed games based on the Vietnam War, the Civil War and the teachings of</div>
<div style="margin: 0in 0in 0pt">Jesus.</div>
<div style="margin: 0in 0in 0pt">&nbsp;</div>
<div style="margin: 0in 0in 0pt">This is a common problem for teachers trying to using games in the</div>
<div style="margin: 0in 0in 0pt">classroom, which can be a powerful teaching tool.&nbsp;Games are just for fun,</div>
<div style="margin: 0in 0in 0pt">games don't belong in the classroom.&nbsp;If the answer to the question, &quot;What</div>
<div style="margin: 0in 0in 0pt">did you do in school today?&quot; is &quot;We played games,&quot; an irate email to a</div>
<div style="margin: 0in 0in 0pt">principal follows.&nbsp;And yet those teachers who have incorporated board games</div>
<div style="margin: 0in 0in 0pt">and historic simulations into their curriculum find that their students</div>
<div style="margin: 0in 0in 0pt">become fully engaged in a subject which might otherwise be another dreary</div>
<div style="margin: 0in 0in 0pt">chapter in a history book.&nbsp;And a conflict relatively unknown outside of New</div>
<div style="margin: 0in 0in 0pt">England would be accessible to a broader number of students.&nbsp;Our generally</div>
<div style="margin: 0in 0in 0pt">poor understanding of our past and how it has shaped our present is what we</div>
<div style="margin: 0in 0in 0pt">should be angry about.</div>]]></description>
     <pubDate>Fri, 19 Mar 2010 10:43:15 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/March-2010/Game-based-on-King-Philip’s-War-angers-Native-Amer.aspx]]></link>     
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     <title><![CDATA[Welcome to WGD's Faculty Blog]]></title>
     <description><![CDATA[<div>Welcome to the War Gaming Department&rsquo;s faculty blog.&nbsp;In the future you can expect to find our ranting and ravings about gaming here.<br />
&nbsp;</div>
<div>The faculty&rsquo;s gaming perspectives vary widely; many of us are retired or active duty military who have come to gaming via different paths &ndash; long time war game hobbyists who have played tabletop hex-based games manufactured by companies like Avalon Hill and SPI; casual gamers who play the occasional game of Risk or Axis and Allies; computer gamers who are active in massive multi-player online games; even folks whose sole gaming experience prior to joining the department was tic-tac-toe.&nbsp;Others are published authors and academics with advanced degrees who approach gaming from applied, theoretical and mathematical perspectives. &nbsp;Some have connections to the commercial gaming world and have designed and published their own games.</div>
<div><br />
Likewise, because of the multi-disciplinary nature of professional war gaming, the department is populated by personnel with a wide variety of expertise &ndash; we have analysts, designers, audio and video engineers, computer programmers, modeling and simulation experts and event coordinators.&nbsp;We have aviators, submariners, surface warfare officers, intelligence and operations specialists &ndash; all with diverse military experience and sub-specializations.</div>
<div><br />
So unlike a blog where you&rsquo;ll get the viewpoint of a single author, you&rsquo;ll hear different, sometimes even conflicting voices here.&nbsp;Which is a good thing.&nbsp;No one has the secret of the one best way to game, and the art and science of war gaming benefits from spirited debate.<br />
<br />
<a href="http://www.usnwc.edu/Research---Gaming/Faculty/Peter-Pellegrino.aspx" target="_blank">Pete Pellegrino</a></div>]]></description>
     <pubDate>Fri, 12 Mar 2010 16:25:19 GMT</pubDate>
     <link><![CDATA[http://www.usnwc.edu/Research---Gaming/War-Gaming/Faculty-Blog/March-2010/Welcome-to-WGD-s-Faculty-Blog.aspx]]></link>     
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