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Activity title

Distributed Wargaming for a COVID 19 World

Activity Reference

SAS-170

Panel

SAS

Security Classification

NATO UNCLASSIFIED

Status

Awaiting Publication

Activity type

ST

Start date

2021-03-22T00:00:00Z

End date

2023-06-01T00:00:00Z

Keywords

distributed, virtual, Wargaming

Background

In person, or “face-to-face" analytic wargaming (1) has had to be adapted in the face of the new reality of physical distancing requirements brought about by the COVID 19 pandemic. Players being physically present with one another can no longer be assumed and gaming practitioners around the world are rapidly learning and developing the tools and methods to allow this serious gaming to continue in this new distributed environment. Wargaming practitioners within and outside NATO are actively working on developing these methods. This proposal seeks to gather and integrate this rapidly evolving knowledge and produce guidance on best practices, shortcomings and training requirements for this new distributed gaming reality. (1) For this proposal, analytic gaming is the use of various gaming methods to collect data from the participants for the investigation into the actions of the players and their thought and decision-making processes.

Objectives

1. Survey NATO and allied activities related to distributed wargaming – the technologies that support distributed wargaming also support activities such as exercises and training, but the focus of this proposal will be on other (analytical) applications both classified and unclassified. 2. Collect data on best practices and pitfalls for distributed wargaming. 3. Produce a guide for distributed wargaming patterned after the UK MoD’s 2017 Wargaming Handbook.

Topics

1. Understanding what distributed wargaming means – define it. This involves developing a suitable taxonomy. 2. Understanding the elements or characteristics of distributed gaming and how they map to or replicate the elements of traditional “face to face” wargaming. 3. Tools and platforms: survey the tools and platforms (free to use or paid versions) that are available to provide the game elements from the previous topic. 4. Enablers: understand the benefits and pitfalls for employing the tools and platforms and what supporting mechanisms need to be in place to make them work for distributed wargaming. 5. Distributed game design: understand how the methods of distributed gaming impact on the generic wargame design and execution process as these methods and tools introduce new and additional considerations within the design process. 6. Training: how should wargaming training be altered to include instruction on distributed methods and tools?

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