2020
DOI: 10.1080/23337486.2019.1707497
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States of play: evaluating the renaissance in US military wargaming

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Cited by 9 publications
(7 citation statements)
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“…These models are not standard in matrix games but introduced with the pedagogical objective of increasing the cadets' meta-awareness of implicit biases and assumptions in decision-making processes (Rønnfeldt, 2020). Overall, the learning goals align with typical arguments currently being put forward for the relevance of wargames for military education: critical thinking, reflection, and decision-making skills are seen as a way of training for and managing the complexity and uncertainties of 21st century security environments (Hirst, 2020;Curry, 2020b;Harrigan & Kirschenbaum, 2016). This matrix game is an argument-based game in which players, or groups of players, embody a character/role in the game scenario, and in each round propose an action with arguments for why this will succeed.…”
Section: Background: Game Monusco Learning Goals and Matrix Game Formatmentioning
confidence: 58%
See 1 more Smart Citation
“…These models are not standard in matrix games but introduced with the pedagogical objective of increasing the cadets' meta-awareness of implicit biases and assumptions in decision-making processes (Rønnfeldt, 2020). Overall, the learning goals align with typical arguments currently being put forward for the relevance of wargames for military education: critical thinking, reflection, and decision-making skills are seen as a way of training for and managing the complexity and uncertainties of 21st century security environments (Hirst, 2020;Curry, 2020b;Harrigan & Kirschenbaum, 2016). This matrix game is an argument-based game in which players, or groups of players, embody a character/role in the game scenario, and in each round propose an action with arguments for why this will succeed.…”
Section: Background: Game Monusco Learning Goals and Matrix Game Formatmentioning
confidence: 58%
“…Wargames have a long history as a military training method (for an overview, see, for example, Smith, 2010;Curry, 2020b) and are currently experiencing a resurgence in popularity as a military pedagogical tool (Curry, 2020a;Hirst, 2020). 1 The distillation of the dynamics of conflict into a simplified and playable yet realistic model make wargames convenient for bridging the difficult gap between experiential knowledge and theory (Sabin, 2015;Bartels, 2016;Fjaellingsdal & Klöckner, 2020;Curry, 2020b;Sabin, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…The study of recreational games in critical security studies and international relations has proliferated over the last decade (Berents and Keogh, 2018;Brown, 2017;Ciută, 2016;Jarvis and Robinson, 2021;Robinson, 2015Robinson, , 2016Salter, 2011). More recently, scholars have begun to examine the military applications of gaming (Hirst, 2020(Hirst, , 2021(Hirst, , 2022Öberg, 2020;Robinson, 2019), an area of study that had broadly lain dormant since the publication of the second edition of James Der Derian's book Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network in 2009. Outside the field, important work has similarly traced the relationship between the military and entertainment spheres (Lenoir, 2000;Stahl, 2010).…”
Section: Pharmacotic Wargamesmentioning
confidence: 99%
“…Capitalizing on the skillset of the young gamers, commanders and instructors have begun to appreciate the power of gaming as a communication, pedagogical, and therapeutic tool. Officially beginning with the Department of Defense–wide memos issued by then US Secretary of Defense Hagel (2014) and Deputy Secretary of Defense Bob Work (2015), this wargaming renaissance played a significant part in the Third Offset Strategy (3OS) that focused on closing the gap with near-peer adversaries across technological and human domain/dimension capabilities (Hirst, 2020). Gaming has thus become a key element of service members’ experience from the beginning to the end of their careers (Hirst, 2022).…”
Section: Pharmacotic Wargamesmentioning
confidence: 99%
“…Yet data about decision-making, especially involving rare events and the elite decisionmakers associated with security and foreign policymaking, can be difficult to obtain. In recent years, there has been a revival of interest in wargaming as a way to both generate and obtain these behavioral insights (Bartels, 2020; Colbert et al, 2017; Dorn et al, 2020; Hirst, 2020; Jensen and Valeriano, 2019; Pauly, 2018; Reddie et al, 2018; Schneider, 2017). 1 Long the territory of policymakers, IR scholars are beginning to leverage archival data from historical wargames and have also fielded their own games to test theories on decision-making and conflict dynamics.…”
mentioning
confidence: 99%