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Games, Simulation, and Military Education
The U.S. military has been
interested in commercial computer games for over two decades, beginning with
the introduction of Mech War, created by James Dunnigan, into the Army War
College curriculum in the late 1970s. More recently, two key factors have
raised the visibility and importance of game technology and content to the
Department of Defence (DoD) community. First, simulation technology—that is,
the creation of virtual experiences—is now a major strategic capability for
the U.S. military. No other country has invested as much in this capability
as has the United States. For example, the
United States has incorporated war gaming and simulation into the curriculum
of every war college and into the operations
of every commander-in-chief (CINC) headquarters. Second, computer modelling
and simulation are considered
essential to military transformation—the remaking
of the armed forces for the new realities of the 21st century.
These tools present a powerful means for our military
leadership to visualize the future and assess the needs of
our new armed forces.
The U.S. military is exploiting commercial entertainment
technology and simulation to revolutionize education
and training—with dramatic effect. DoD is leveraging the
capabilities of commercial products by firms such as IBM,
Sony, and Microsoft to take advantage of the huge investments
these companies pour into research and development.
Microsoft, for example, spent over $2 billion on
development of the X-Box alone, far surpassing the U.S.
Army’s entire science and technology budget of $1.6 billion.
Strategy and tactics games are particularly popular
with the service colleges. For example, the commercial
fleet tactics game, Jane’s Fleet Command, is used by the
Naval War College. The game was developed by Sonalysts,
a defence contractor, which reports that the British Royal
Navy has asked for a license to modify the game for its operational
planning. The use of such games has become
so common that the Air University has for several years
sponsored an annual conference called Connections.
Connections brings together the military and commercial
war-gaming communities for both technical interchange
and concept exploration.
For the last two decades, DoD has been using commercial
games to develop skills and to build teams. Early
on, the army modified Atari’s Battlezone and the marines
adapted ID Software’s Doom to teach a variety of skills and
concepts. Perhaps the most successful use of commercial
games for training has been with Microsoft’s Flight
Simulator. The navy now issues a customized version of
this software to all its student pilots and all undergraduates
enrolled in naval ROTC courses at 65 colleges and universities.
Extensive studies have shown that students who
use such products tend to perform better in flight training
than those who do not. The navy also realized that the
majority of its flight training students were using Flight
Simulator at home.
Encouraged by the successful application of these
and other commercial products, the military is undertaking
a number of research efforts to further explore
the use of commercial entertainment technology and
content for education and training. As discussed at last
year’s Forum symposium, the army and DoD have
partnered with the University of Southern California to
form the Institute for Creative Technologies, which
will focus primarily on development of both the technology
and the art to create virtual experiences. Their
goal is to revolutionize how the military trains and
rehearses for upcoming missions. Military leaders
expect nothing less than a quantum leap in helping the
army to prepare for the world, soldier, weaponry, and mission of the future.
MICHAEL MACEDONIA U.S. Army Simulation, Training, and
Instrumentation Command |