403 results on '"WAR games"'
Search Results
2. IF ISRAEL ATTACKS IRAN . . .
- Author
-
Ephron, Dan and Begley, Sarah
- Subjects
- *
INTERNATIONAL relations , *WAR games , *NUCLEAR weapons ,IRANIAN foreign relations, 1997- - Abstract
This article discusses the potential impacts of an Israeli military strike against Iran through the performance of a war game simulation. Topics include the likelihood that the U.S. would become involved in a Mideast war as the result of an attack, the assertions that Israeli Prime Minister Benjamin Netanyahu has changed his mind about an attack, and the potential destruction of the Iranian nuclear program by an Israeli attack or through subsequent U.S. involvement.
- Published
- 2012
3. The name of the game: HaIf-SAFE.
- Author
-
Dahlberg, Susan and McNevin, Tom
- Subjects
WAR games ,WAR game software ,MILITARY science ,NUCLEAR warfare ,MILITARY strategy ,SIMULATION games - Abstract
The article presents information about the "Half-SAFE," a nuclear war game designed by the U.S. Department of Defense. The war game was designed to provide the U.S. commanders with experience of making strategic decisions in a nuclear war. The game was developed by Olaf Helmer and R.E. Bickner of RAND Corp. in the 1950s. The game is the result of cooperation of several institutions including the Air Force Academy in Colorado and Harvard University in Cambridge, Massachusetts. The instructional manual for the game was made public in February 1980. The game reflects the inner workings of the military mind. The game can be played with or without computer simulation.
- Published
- 1982
- Full Text
- View/download PDF
4. HARD TARGET: AN AIR FORCE WAR GAME SHOWED WHAT THE SERVICE WILL NEED TO HOLD OFF OR DEFEAT CHINA IN 2030.
- Author
-
Insinna, Valerie
- Subjects
WAR games ,MILITARY tactics - Abstract
The article informs that the U.S. Air Force repelled a Chinese invasion of Taiwan by confining Chinese forces to a single area after much loss of life and equipment. It is stated that the results of the classified war games was discussed by Air Force officials in March, just before the service was set to release its fiscal 2022 budget under the new administration of President Joe Biden.
- Published
- 2021
5. From Simulations to Simulacra of War: Game Scenarios in Cyberwar Exercises.
- Author
-
Cristiano, Fabio
- Subjects
- *
CYBERSPACE operations (Military science) , *SIMULATION games , *WAR games , *MILITARY science , *MILITARY policy - Abstract
This article explores the underlying culture of war sustaining the setting of scenarios within cyberwar games. In particular, it engages with the question of how to simulate a phenomenon that, due to its remoteness, possesses an ambivalent relation to reality. Looking at scenarios of major national and international cyberwar games as illustrations, this article, first, engages with the modes of existence of simulated cyberwar through the conceptual prisms of copy/original and simulation/simulacra. It then explores how these scenarios frame cyberwar in relation to cyberwarfare scholarship and legislations. It then sheds light on how, through operational exercises, these scenarios ultimately reproduce cyberwar as an imagined cultural artifact. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
6. GOING DOOR TO DOOR.
- Author
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Thompson, Mark, Rees, Matt, and Klein, Aharon
- Subjects
PREEMPTIVE attack (Military science) ,MILITARY strategy ,WAR games ,INTERNATIONAL relations - Abstract
Discusses military strategy that might be used by the United States in a preemptive strike on Iraq. Indication that the U.S. wants to avoid street fighting in Baghdad and will use aerial smart bombs and laser-guided bombs; Description of U.S. war games and efforts to monitor the area over the Persian Gulf; Speculation on how Saddam Hussein will respond to a strike, the risks he is willing to take, and the weapons he will use.
- Published
- 2002
7. Ready for a hot summer.
- Subjects
POLICE training ,RIOTS ,WAR games - Abstract
The article focuses on the training and arming taking place among National Guard units and local police in the U.S. in response to destructive racial riots. Contingency plans are being drafted by some businesses and unions in the event they care caught in African American riots. Over 11,000 Guardsmen will participate in an exercise to practice riot-control methods. War games are also being recommended by Major General Carl G. Turner, while the Justice Department will operate a computer system that can correlate riot information.
- Published
- 1968
8. OPERATION ATLAS.
- Author
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Hazelwood, Ed
- Subjects
- *
COUNTERTERRORISM , *SEPTEMBER 11 Terrorist Attacks, 2001 , *LAW enforcement , *WAR games , *COMMUNICATION - Abstract
This article focuses on the first airborne counter-terrorism drill in the U.S. since September 11, 2001. Operation Atlas--essentially a war game--was designed to help more than 50 emergency response, law enforcement and aviation organizations develop improved coordination and communications in case they ever face the real thing again. If one observed the drill from the emergency operations center, it would have been clear that the atmosphere was nothing short of organized chaos. Various law enforcement organizations and others monitored the events.
- Published
- 2005
9. Wargames Zero In On Knotty Milspace Issues.
- Author
-
Scott, William B.
- Subjects
- *
WAR games , *MILITARY astronautics , *DEFENSIVE (Military science) - Abstract
Reports on the inaugural 'Schriever 2001' wargame, the first United States national wargame dedicated to military space, held at Schriever AFB in Colorado. Incorporation of outcomes from the Air Force's 'Global Engagement V' and the Navy's Global 2000' wargames; Exploration of the pros and cons of using military space power in terrestrial battles.
- Published
- 2001
10. Call of Duty, Medal of Honor, and the Ideology of the Military.
- Author
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Penney, Joel
- Subjects
WAR games ,VIDEO gamers ,MASS media ,INTERPERSONAL relations ,PSYCHOLOGY - Abstract
In the following study, I explore the question of whether or not World War II "shooter" games may be understood as pro-military propaganda, paying particular attention to the ideological implications of positive portrayals of U.S. combat soldiers. My goal is to explore the issue of political persuasion in a real environment of players, building upon the already well-established left-wing critique of war-themed video game content and giving a chance for fans to speak for themselves about "shooter" video games, war, politics, and the institution of the military. While any conclusions drawn from this kind of qualitative, exploratory approach must be tentative at best, the textual richness of participant responses resulting from such a study can offer a great deal of insight into how the games are subjectively experienced and interpreted within a larger ideological and political context. Results suggest that the games are quite powerful in the sense that they are able to make a credible case for the rectitude of Western military operations using a persuasive language of historical authenticity. On the other hand, this power is inherently "soft;" it exists on the level of popular culture and is therefore negotiable, open to ideological interpretation and even resistance. The study paints a picture of the audience for Call of Duty and Medal of Honor as surprisingly diverse, with a number of participants displaying reading strategies which run counter to the hegemonic "strong defense" interpretation of World War II exhibited by others. ..PAT.-Unpublished Manuscript [ABSTRACT FROM AUTHOR]
- Published
- 2008
11. Naval Transformation: Prospects and Implications.
- Author
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Dombrowski, Peter J. and Ross, Andrew L.
- Subjects
- *
MILITARY science , *MILITARY policy , *WAR games ,UNITED States armed forces - Abstract
The U.S. military is awash in visions of transformation. An array of glossy joint and service visions of what has become known as the "military after next" have been produced. Service transformation "roadmaps" have been developed. War games and experiments have been employed by the Department of Defense, the Joint Staff and joint commands, and the services in an effort to "validate" their visions. Analysts inside and outside of the military have opined about the emergent Revolution in Military Affairs (RMA). The rhetoric of "revolution" and, somewhat less radically, of "transformation" is ubiquitous. It remains to be seen, however, whether any of the multitude of "visions" will be translated into reality. In this paper we examine one specific vision of transformation, the Navy’s concept of Network-Centric Warfare. We provide the context for our exploration of the Navy transformation case by first reviewing the Bush administration’s approach to transformation. In the second section of the paper, we turn to Network-Centric Warfare. A preliminary assessment of Network-Centric Warfare is provided in the final two sections. Our intent is twofold: (1) to evaluate the prospects for naval transformation and, by implication, the more general phenomena of U.S. military transformation; and (2) to begin to sketch out the implications of contemporary transformation for analytical debates on the nature of military innovation. [ABSTRACT FROM AUTHOR]
- Published
- 2002
12. DETER and DEFEAT.
- Author
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Williamson, Michael E., Anderson, Joseph, and Murray, John M.
- Subjects
MILITARY research ,WAR games ,UNITED States armed forces procurement ,MILITARY modernization (Equipment) - Abstract
The article explores the efforts of the U.S. Army to identify how best to align resources to address the threat landscape. The Army has been using war games and studies to improve the capability of forces to counter threats. The service is expected to face challenges in strategic acquisition amid the rapid modernization of peer competitors. The collaboration between the Army and nonprofit global policy think tank RAND Corp. to conduct research on the new threat landscape is also discussed.
- Published
- 2017
13. Wargaming the Third Offset Strategy.
- Author
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Norwood, Paul and Jensen, Benjamin
- Subjects
- *
MILITARY strategy , *DETERRENCE (Military strategy) , *NATIONAL security , *WAR games , *MILITARY policy - Abstract
The article presents the Third Offset Strategy of the Defense Innovation Initiative. It makes reference to the keynote address of then-Secretary of Defense Chuck Hagel at the Reagan National Defense Forum on November 15, 2014 at Simi Valley, California. It discusses offsets in military theory, options for wargaming the Third Offset and shifts in curriculum development in Joint Professional Military Education.
- Published
- 2016
14. War Crimes, Cognitive Dissonance and the Abject: An Analysis of the Anti-War Wargame Spec Ops: The Line.
- Author
-
Morwood, Nick
- Subjects
WAR crimes ,COGNITIVE dissonance ,WAR games ,MILITARY-industrial complex - Abstract
This article argues that the critical discourse on war video games is limited by a methodology that can tend to rely on theory above content, where politicaleconomists in communication studies frequently argue that games are little more than ciphers by which dominant ideologies-like the pre-eminence of the militarymedia complex-ensure their proliferation amongst wider culture, particularly in younger players. Political-economists of the military-industrial-entertainment complex have offered valuable structural analysis of the institutional and ideological links between the U.S. Department of Defense, video game corporations and warthemed video games. Several scholars have also analyzed how the narratives of war video games give ideological support to the U.S. Department of Defense and U.S. war policy. Though these studies are important, they overlook an important fact: that not all war-themed video games offer simplistic, one-dimensional and affirmative war stories and war play experiences. The goal of this article's analysis of Spec Ops: The Line is to show how an ostensible war game is capable of turning players against war or, at least, encouraging them to contemplate its consequences. [ABSTRACT FROM AUTHOR]
- Published
- 2014
15. Darwin protesters disrupt Talisman Sabre
- Author
-
Tutty, Justin
- Published
- 2015
16. War Games: North Korea's Reaction to US and South Korean Military Exercises.
- Author
-
D'Orazio, Vito
- Subjects
- *
WAR games , *DETERRENCE (Military strategy) , *INTERNATIONAL conflict , *SOUTH Korea-United States relations , *MILITARY relations - Abstract
Since 1976, the militaries of the United States and South Korea have been holding routine joint military exercises (JMEs) for the purposes of military training and deterrence against North Korea. These exercises are frequently cited as a cause of tension on the peninsula, causing North Korea to escalate its conflictual rhetoric and behavior. I empirically assess this claim using new data on US-ROK JMEs and machine-coded event data collected by the Integrated Crisis Early Warning System. The findings show that North Korea does not systematically escalate its con flictual rhetoric or behavior during or near the occurrence of JMEs. The results hold for both lowand highintensity exercises and for rhetoric that has the United States and South Korea as its target. [ABSTRACT FROM AUTHOR]
- Published
- 2012
- Full Text
- View/download PDF
17. The Pentagon's Secret War and Facilities in the Philippines.
- Author
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Simbulan, RolandG.
- Subjects
- *
WAR , *WAR on Terrorism, 2001-2009 , *LOGISTICS , *WAR games - Abstract
The article discusses a secret war being waged by the U.S. in the hinterlands of southern Philippines. With war on terror as the mission and objective, the war's legal cover is the Philippines-U.S. Visiting Forces Agreement (VFA) and the Mutual Logistics Support Agreement. The joint Philippine-U.S. military exercises called Balikatan and other small-unit exercises serve as the disguise for implementation. The author asserts that secret bases and facilities have been installed in the Philippines. He reveals the role of the VFA in highlighting the inequalities in the two agreements including the surrender of Philippine sovereignty to U.S. secret operations and activities and the circumvention of the country's constitutional policy against foreign military bases and troops.
- Published
- 2010
- Full Text
- View/download PDF
18. Wargames, Modeling, and Simulation.
- Author
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Wolff, Jason
- Subjects
- *
WAR games , *COMBAT sustainability (Military science) ,LOGISTICS management ,ARMED Forces -- Services for - Abstract
The article discusses the activities of the Wargame Division of Air Force Logistics Management Agency (AFLMA) in 2008. Activities include the Senior Decision Making Exercise in Pennsylvania, the Air Mobility Command's Global Air Mobility 2008 on June 16-20, 2008 in New Jersey, and Unified Engagement 2008 on October 29 to November 5, 2008 in Germany. It also says that its goal is to carry out agile combat support (ACS) objectives in Air Force and Joint exercises, wargames and experiments.
- Published
- 2009
19. Who are we?
- Author
-
Golden, R. Dean
- Subjects
- *
MISSION statements , *GOVERNMENT agencies , *WAR games ,LOGISTICS management - Abstract
The article focuses on the mission and vision of the Air Force Logistics Management Agency (AFLMA). Its states that the agency is committed in improving capabilities on agile combat support (ACS) through supply solutions and research. It adds that wargame activities will be fully integrated and that ACS literature will be improved. The AFLMA also has a vision of being an agent of change by generation transformational solutions.
- Published
- 2009
20. "The WarGames Scenario": Regulating Teenagers and Teenaged Technology (1980-1984).
- Author
-
Schulte, Stephanie Ricker
- Subjects
- *
WAR games , *SIMULATION methods & models , *COMPUTER simulation of war , *INTERNET , *WEB browsers , *COMPUTER software , *TELECOMMUNICATION policy , *FREEDOM of information , *CULTURAL relevance , *EDUCATION - Abstract
WarGames (1983), the first mass-consumed, visual representation of the internet, served as both a vehicle and framework for America's earliest discussion of the internet. WarGames presented the internet simultaneously as a high-tech toy for teenagers and a weapon for global destruction. In its wake, major news media focused on potential realities of the "WarGames Scenario." In response, Congress held hearings, screened WarGames, and produced the first internet-regulating legislation. WarGames engaged a "teenaged technology" discourse, which cast both internet technology itself and its users as rebellious teenagers in need of parental control. This discourse enabled policy makers to equate government internet regulation with parental guidance rather than with suppression of democracy and innovation, a crucial distinction within 1980s cold war context. Thus, this article historicizes the internet as a cultural text, examining how technology and its regulation shaped and were shaped by cultural representations. [ABSTRACT FROM AUTHOR]
- Published
- 2008
- Full Text
- View/download PDF
21. 'The rush to the intimate': Counterinsurgency and the cultural turn.
- Author
-
Gregory, Derek
- Subjects
COUNTERINSURGENCY ,CULTURAL relations ,IRAQ War, 2003-2011 ,WAR games ,FOREIGN relations of the United States ,IRAQI foreign relations - Abstract
The article discusses the role of cultural awareness in counterinsurgency operations of the Iraq War. The author notes the views of journalist George Packer regarding cultural differences between U.S. troops and Iraqi citizens and discusses how cultural knowledge has been incorporated into U.S. counterinsurgency field manuals despite U.S. foreign policy. He notes how simulation methods for urban combat fail to acknowledge local populations.
- Published
- 2008
22. AFLMA Facts at a Glance.
- Subjects
- *
MILITARY education , *CONFERENCES & conventions , *WAR games , *LOGISTICS - Abstract
The article discusses various activities and developments within the Air Force Logistics Management Agency (AFLMA) in the U.S. for 2007-2008. As a field operating activity, the agency reports to the Director of Resource Integration in the Headquarters of the U.S. Air force. The AFLMA finished a total of 60 projects with 17 improvement studies, 40 consulting studies and three wargames studies. AFLMA's hosted several events in 2007 including training sessions and wargame planning meetings.
- Published
- 2008
23. The Wargaming Mission.
- Author
-
Eagle, Wesley B.
- Subjects
- *
COMBAT sustainability (Military science) , *WAR games , *MILITARY science , *LOGISTICS - Abstract
The article offers information on the Air Force Logistics Management Agency's (AFLMA) Wargames Division. Accordingly, the AFLMA made separate Wargame Division to address the expansion of agile combat support (ACS) demands to exercises, wargames and experiments (EXWAREX). The achievements of the division for 2007 include engaging to two wargames, creating fuels pocket guide and analyzing fuels mobility support equipment data (FMSE).
- Published
- 2008
24. The Results.
- Author
-
Cushion, Jennifer A.
- Subjects
- *
INTEGRATED logistic support , *COMBAT sustainability (Military science) , *WAR games , *MILITARY science - Abstract
The article presents a brief overview of the U.S. Air Force Logistics Management Agency (AFLMA) activities in 2007. It focuses on the principal missions of AFLMA including to study and analyze the Air Force logistical processes, support the Air Force Title X wargames, and publish literature related to agile combat support (ACS). It cites that the AFLMA aims to develop the Air Force core values, quality of life and professional skills, and to promote it as a world-class support center.
- Published
- 2008
25. Digitized Virtuosity: Video War Games and Post-9/11 Cyber-Deterrence.
- Author
-
Power, Marcus
- Subjects
- *
VIDEO games , *WAR games , *MILITARY science , *INDUSTRIAL mobilization , *DEPLOYMENT (Military strategy) , *GEOPOLITICS - Abstract
In post-9/11 America, digital war games have increasingly come to provide a space of cyber-deterrence where Americans are able to 'play through' the anxieties that attend uncertain times and new configurations of power. This article seeks to examine the increasingly close relationship between the US military and the digital-game industry, along with the geographies of militarism that this has produced. Focusing on the contribution that digital war games make to a culture of perpetual war and in the manufacture of consent for US domestic and foreign policy, the Pentagon's mobilization and deployment of digital games as an attempt to create a modern version of the noble war fantasy is critically examined. With particular reference to America's Army, the official US Army game, the article seeks to examine the influence of digital war games in the militarization of popular culture and in shaping popular understandings of geopolitics. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
26. Of Romans and Dragons: Preparing the US Marine Corps for Future Warfare.
- Author
-
Terriff, Terry
- Subjects
ASYMMETRIC warfare ,WAR games ,AMPHIBIOUS warfare ,TRAINING - Abstract
The article examines the attempt of the U.S. Marine Corps to prepare itself for counterinsurgency operations and other forms of asymmetric warfare. The advocacy of this shift by Corps Commandant Charles Krulak in the late 1990s is cited. War game exercises created by Krulak are described. The de-emphasis of Krulak's ideas after he retired in 1999 is given. The Corps' institutional commitment to its traditional amphibious warfare role is cited as the reason.
- Published
- 2007
- Full Text
- View/download PDF
27. From Swift to Swiss: Tactical decision games and their place in military education and performance improvement.
- Author
-
Vandergriff, Donald E.
- Subjects
MILITARY science ,ADAPTABILITY (Personality) ,WAR games ,MILITARY education ,COMMAND of troops - Abstract
The fundamental nature of warfare has not changed, but changes in the methods and conduct of warfare are shifting. In the past, emphasis has always been on large, identifiable foes with professional standing armies. This article offers specific structural and procedural treatments on how to teach adaptability with the Tactical Decision Game to develop and access the quality and quantity of junior officers demanded by the security challenges that face the Army and the United States. Today, many aspects of the program of instruction, training, management of the institutions responsible for creating the new generation of leaders, and how cadets are accessed into the officer corps is reminiscent of industrial age concepts derived from Frederick Taylor. To counter an array of national threats and opponents and to solve problems at the lowest levels with strategic consequences calls for a synthesis of institutions and courses that deal with leader development into learning organizations. To meet this need, the current educational and training ways and means must be assessed, evaluated, and changed. Weak spots and points of failure in cadet training must be identified, all on behalf of retooling the system in intuitive and adaptive ways that facilitate officer development. [ABSTRACT FROM AUTHOR]
- Published
- 2006
- Full Text
- View/download PDF
28. War Games, Preemption, and Other Curious Behavior.
- Author
-
Dunnigan, James F.
- Subjects
- *
WAR games , *MILITARY science , *MATHEMATICAL models of war , *PREEMPTIVE attack (Military science) - Abstract
Focuses on the elements that affect war gaming in the U.S. and its relationship with the government. Questions raised in the post September 11, 2001 controversy over invading Iraq; Forms of war games in antiquity; Concept of war games in the doctrine of preemption.
- Published
- 2003
29. Silver Flag.
- Author
-
Wilkes, Bobby J.
- Subjects
- *
WAR games , *OPERATIONAL art (Military science) , *MILITARY strategy - Abstract
Promotes wargaming as an innovative tool for achieving war-fighting strategies. Benefits of wargaming; Influence of wargaming on the operational art of war; Information on the Title X games of the United States Defense Department; Potential initiatives for a Silver Flag operational level of war.
- Published
- 2001
30. Dominant Effects: Effects-Based Joint Operations.
- Subjects
- *
MILITARY science , *COMMAND & control systems , *WAR games , *EDUCATION - Abstract
Discusses the concept of 'dominant effects' in warfare. Argument for a change in command and control systems; Production of war gaming and educational programs by the United States Air Force; Premise of effects-based operations.
- Published
- 2001
31. Wargames: Winning and Losing.
- Author
-
Haffa, Jr., Robert P. and Patton, Jr., James H.
- Subjects
- *
WAR games , *MILITARY education , *MILITARY strategy - Abstract
Examines Title 10 war games being conducted at United States war colleges. Personal perspectives of game participants and neutral assessors; Use of war games to evaluate plausible offensive and defensive options against those of a potential adversary; Misuse of war games as justification for defense budget battles.
- Published
- 2001
- Full Text
- View/download PDF
32. Coming Attraction.
- Author
-
Sherman, Jason
- Subjects
- *
WAR games , *MILITARY training camps - Abstract
Focuses on the United States Army's Transformation Wargame 2000, a five-day war game held in Carlisle, Pennsylvania. Goals of the war game; Controversial issues of the war game; Insights gleaned from the exercise; Highlights of the event. INSETS: Virtual Profile.;ALL TALK..
- Published
- 2000
33. Preparing for War, Keeping the Peace.
- Author
-
Pournelle, Phillip E.
- Subjects
- *
MILITARY science , *WORLD War II , *MILITARY maneuvers , *WAR games , *WAR & society - Abstract
The author urges the U.S. military to employ the process known as the Cycle of Research to prepare itself for future conflicts despite stringent financial constraints. He notes that the process is a major contributor to the country's victory in World War II. He describes the elements of the cycle, which includes systems and operations analysis, war games and exercises, and discusses the factors that are changing the face of society and warfare.
- Published
- 2014
34. The need for joint wargaming: Combining theory and practice.
- Author
-
Haffa Jr., Robert P. and Patton Jr., James H.
- Subjects
- *
WAR games , *MILITARY policy - Abstract
Discusses the role of wargaming on the United States defense planning. Need to search for basic understanding of the future of war; Application and testing of this understanding in a joint arena; Wargaming based on quadrants patterned after the framework developed by scientist Louis Pasteur.
- Published
- 1999
- Full Text
- View/download PDF
35. Effects of mission rehearsal simulation on air-to-ground target acquisition.
- Author
-
Krebs, William K., McCarley, Jason S., Krebs, W K, McCarley, J S, and Bryant, E V
- Subjects
- *
WAR games , *MILITARY shooting , *FLIGHT training , *AERONAUTICS , *ANALYSIS of variance , *CLINICAL trials , *COMPARATIVE studies , *COMPUTER simulation , *LEARNING , *MATHEMATICAL models , *RESEARCH methodology , *MEDICAL cooperation , *MILITARY medicine , *REACTION time , *RESEARCH , *MILITARY personnel , *VISUAL perception , *THEORY , *TASK performance , *EVALUATION research - Abstract
Traditionally military aviators have prepared for air-to-ground bombing missions with maps and aerial photographs of their targets. Mission rehearsal systems augment these media by allowing pilots to view simulated ingress to their target, as seen from the cockpit perspective. In the present experiment we assessed the benefits of mission rehearsal with a task requiring observers to view recorded approaches to target objects and to detect the target objects as quickly as possible. Results indicated that premission simulations allowed observers to detect target objects at greater stand-off ranges than did study with maps and aerial photographs alone. Actual or potential applications of this research include the deployment of a mission rehearsal system to assist aviators' mission planning. [ABSTRACT FROM AUTHOR]
- Published
- 1999
- Full Text
- View/download PDF
36. Review: Total Air War.
- Author
-
Hunerwadel, John P.
- Subjects
- *
WAR games , *VIDEO games , *AIR warfare - Abstract
Comments on computer-based war games or air-combat simulators in the United States. Views on air warfare; Context of the war games; Significance of the games; Disadvantages of the games.
- Published
- 1999
37. Video Game Sub-culture & Addiction in Japan and in the U.S.
- Author
-
Cavin, Susan and Noguchi, Risa
- Subjects
VIDEO games ,ELECTRONIC games ,PUBLIC schools ,UNITED States armed forces - Abstract
A Japanese book entitled Brain Pollution argues that there is a link between children/teens whoplay shooting video games 4 or more hours a day and ADHD. The authors compare Japaneseand U.S. videogame sub-cultures and videogame addiction. Primary research (2004-2005) is presented on the videogame habits of 120 American 4th-6th graders at a low-performing New York City public school with a high poverty rate. Discussion of the blurring line between children's video games and video war games, e.g., americasarmy.com as a U.S. Army recruitment and training tool; and America's first digital war division at Ft. Hood, Texas. ..PAT.-Unpublished Manuscript [ABSTRACT FROM AUTHOR]
- Published
- 2006
38. Birth of the LITTORAL COMBAT SHIP.
- Author
-
Powers, Robert Carney
- Subjects
- *
LITTORAL combat ships , *MILITARY intelligence , *WAR games ,UNITED States Navy ships - Abstract
The article discusses the problems with the Littoral Combat Ship (LCS), which was developed by the U.S. Navy in the 1990s. The Navy conducted a series of war games in a process called the Joint Multi-Warfare Analytical Game (JMAG). The computer models included all areas of joint forces: command-and-control, intelligence, environment, political-military actions, land warfare, air warfare, sea warfare, and special warfare.
- Published
- 2012
39. A Methodology for Evaluating Military Systems in a Counterproliferation Role.
- Author
-
Stafira Jr., Stanley, Parnell, Gregory S., and Moore, James T.
- Subjects
ARMS race ,MILITARY policy ,MILITARY readiness -- Government policy ,WAR games ,DECISION making ,DECISION theory ,MILITARY intelligence ,MILITARY science ,UNITED States Air Force weapons systems ,ARMS control ,GOVERNMENT policy - Abstract
This paper illustrates a methodology to evaluate how dissimilar military systems support the accomplishment of the United States' counterproliferation objectives. The key questions in evaluating counterproliferation systems are identified. By using decision analysis, an influence diagram model is developed that represents military activities in the counterproliferation process. A value model is developed that enables systems to be evaluated against common criteria. An analysis of intelligence, defensive, and offensive counterproliferation systems suggests that intelligence system improvements may provide the greatest potential to meet the United States' counterproliferation objectives. Sensitivity analysis is conducted to determine which factors in the model are most important. To demonstrate the model, nine systems from the Air Force Vulcan's Forge 1995 wargame are evaluated. This paper illustrates the value of decision analysis, and influence diagrams in particular, by involving decision makers and subject matter experts in structuring complex problems for analysis. [ABSTRACT FROM AUTHOR]
- Published
- 1997
- Full Text
- View/download PDF
40. BCTP FULL SPECTRUM EXERCISES: OBSERVATIONS OF AN OBSERVER/TRAINER.
- Author
-
WILSON, KEITH W.
- Subjects
MILITARY education ,COMMAND of troops ,WAR games ,INFANTRY drill & tactics ,COMMAND & control systems ,UNIFIED operations (Military science) - Abstract
In this article the author attempts to identify basic training opportunities and factors that contribute to success when conducting a brigade full spectrum exercise with the Battle Command Training Program (BCTP). He enumerates areas that battalion commanders and staffs can focus their efforts to boost their participation in a full spectrum exercise. The author also discusses the concept of mission command, which is the U.S. Army's preferred method of exercising command and control.
- Published
- 2010
41. Meet the Sims ... and Shoot Them.
- Author
-
Singer, P. W.
- Subjects
- *
RECRUITING & enlistment (Armed Forces) , *BASIC training (Military education) , *COMPUTER war games , *WAR games , *SIMULATION games , *VIDEO games , *EDUCATION ,UNITED States armed forces - Abstract
The article focuses on military entertainment (militainment) video games used by the U.S. government in recruitment and training of potential soldiers. It states the game "America's Army" was originally developed by the U.S. military to assist in recruiting and training soldiers and unexpectedly became extremely popular. It mentions its main commercial rival, "Call of Duty: Modern Warfare 2," made $310 million in sales the first two days it was released. It talks about the use of militainment to teach recruits about sexual harassment, training in military robots, cross-cultural understanding, and even to present military intelligence reports for American soldiers. It comments on cost savings from the use of simulators and militainment instead of combat exercises with live ammunition.
- Published
- 2010
42. Technological Development.
- Author
-
Brown, Catherine A.
- Subjects
MILITARY innovations ,MILITARY science ,WAR games ,NETWORK-centric operations (Military science) ,MILITARY robotics ,THREE-dimensional printing - Abstract
The article discusses the role of technological advancement in warfare. Topics include technological superiority of the American military, the war games in Millennium Challenge 2002 for testing network-centered warfare and the Marine Corps Doctrinal Publication (MCDP) on technology. Also cited are technological change types including revolutionary, baroque and conservative, military innovations and groundbreaking technology such as robotics, three-dimensional (3D) printing and miniaturization.
- Published
- 2016
43. NTC: Between Hollywood and Hell.
- Author
-
Steele, Dennis
- Subjects
- *
SIMULATION methods & models , *WAR games , *MILITARY science ,TRAINING of military personnel - Abstract
The article looks into the process and landscape of the National Training Center (NTC) in Fort Irwin, California made specifically for soldiers who are to be deployed to Iraq and Afghanistan. The NTC features a simulated war scenario replete with the brutalities of war, sudden explosions and plot twists to gauge soldiers' responses to situations. It uses props, pyrotechnics, makeup, actors, set designers, directors, and elaborate scripts similar to a Hollywood film production.
- Published
- 2008
44. LVC TRAINING IN KOREA: The Army's Training Vision for the Future, In Execution Today.
- Author
-
Johnson, John D.
- Subjects
WAR games ,OPERATIONAL readiness (Military science) ,UNITED States. Army. 2nd Infantry Division ,MILITARY readiness - Abstract
The article describes the U.S. Army 2nd Infantry Division's experiences using live-virtual-constructive (LVC) training techniques to train Core mission essential task list (METL). It is noted that the LVC training techniques contain lessons for the future of training in Korea. The live portion of the LVC concept includes soldiers training on real equipment in order to familiarize them with their individual and crew-level skills using their weapons.
- Published
- 2007
45. Practicing an Immediate Response.
- Author
-
Kieffer, Gary L., Orillion, Andrew, and Polk, Tanya
- Subjects
WAR games ,UNITED States. Army. 1st Armored Division - Abstract
The article reports on the outcome of the Immediate Response '06, a tri-national military exercise between the units from the U.S. 1st Armored Division, the Romanian 21st Infantry Regiment and the Bulgarian 61st Stryama Mechanized Brigade held at the Nove Selo training area in central Bulgaria. It says that the units combined to support U.S. Army, Europe's theater-engagement program, which increases the interoperability of the North Atlantic Treaty Organization (NATO) through combined exercises.
- Published
- 2007
46. UNDER THE GOD GUN.
- Author
-
Tower, Wells
- Subjects
- *
MILITARY education , *WAR games , *AMERICAN military personnel ,FORT Johnson (La.) - Abstract
The article discusses the author's experience of covering the training of U.S. soldiers at a training area at Fort Polk in Louisiana in preparation for their deployment in Iraq. He describes in details the overview of the training and the role being played by the so-called cultural role players. He also was able to interview several soldiers about their war experiences in Iraq.
- Published
- 2006
47. War games shape Signal Corps' future.
- Author
-
Brady, Steve
- Subjects
- *
WAR games , *FORTIFICATION - Abstract
The article discusses the highlights of the LandWarNet war games held at the Fort Gordon Reserve Center, Georgia from January 31 to February 4, 2005. Participants included members from all of branches of the Army to test and develop the Army's portion of the Global Information Grid (GIG). The groups presented scenarios and detailed how they would deploy their forces and the Signal Corps would then determine how to give network support. The network is designed to avoid the tragedy of fratricide.
- Published
- 2005
48. America's Digital Army: Games at Work and War.
- Author
-
Gill, Diana Clark
- Subjects
- *
WAR games , *ARMIES - Published
- 2019
49. Sustaining Expeditionary Joint Forces.
- Author
-
Juskowiak, Terry E. and Williams, Michael
- Subjects
- *
WAR games , *COMBINED operations (Military science) , *MILITARY science , *ARMED forces - Abstract
Reports on the Unified Quest 2003, a war game sponsored by the U.S. Army and Joint Forces Command. Involvement of participants in operational planning, exercise assessment, and game and information analysis; Consideration for the nature of conflicts in future settings; Operational concepts, systems, and capabilities of combatant commanders.
- Published
- 2003
50. Warfighter: 10th Mountain Division's winter training exercise.
- Author
-
Newbern, Pam
- Subjects
- *
WAR games , *WINTER warfare ,FORT Drum (N.Y.) - Abstract
The article features the U.S. Army 10th Mountain Division's bi-annual Warfighter exercise in Fort Drum, New York from January-March 2003. It talks about the challenges faced by the members of the 10th Signal Battalion fighting sub-zero temperatures and working on frozen ground while meeting the networking demands for the Warfighter. It describes one of the toughest jobs which involved constructing each aerial composed of several 14-foot-long wooden boards as legs to raise cables up to 23 feet.
- Published
- 2003
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