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When Worlds Collide - Modeling, Simulation & Games

When Worlds Collide - Modeling, Simulation & Games

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Published by todd.borghesani
Approximately two-and-a-half years ago, the Defense Modeling and Simulation Office (DMSO) sought to tap new thinking about problems facing the Department of Defense (DoD), especially modeling and simulation (M&S) tools and processes for addressing them. The dynamic nature of contemporary warfare and emerging roles for the military were redefining the M&S requirements. A diffuse adversary set, a dynamic pace of change, the complexity of human interaction, and the simple plethora of “bad guys” highlighted the need for new tools, processes, and thinking.

To that end, the Institute of Defense Analyses (IDA) convened on DMSO’s behalf a workshop exploring the future of M&S. Participants came from across DoD and the government sector with approximately 35 participants generating over 700 concepts and ideas.

Those ideas were aggregated and “threaded,” and an interesting and dominant thread emerged: both the problem and solution space converged on exploiting Massive Multiplayer Online Games (MMOGs) and commercial gaming in general. Gaming was seen as potentially providing insight into emergent behavior, new business models, and new collaborative and communication techniques in addition to the more “accepted” use as a training tool. Furthermore, gaming technology, through the simple power of its market size, had become a leading driver in the computer, graphics, and networking industries.
Approximately two-and-a-half years ago, the Defense Modeling and Simulation Office (DMSO) sought to tap new thinking about problems facing the Department of Defense (DoD), especially modeling and simulation (M&S) tools and processes for addressing them. The dynamic nature of contemporary warfare and emerging roles for the military were redefining the M&S requirements. A diffuse adversary set, a dynamic pace of change, the complexity of human interaction, and the simple plethora of “bad guys” highlighted the need for new tools, processes, and thinking.

To that end, the Institute of Defense Analyses (IDA) convened on DMSO’s behalf a workshop exploring the future of M&S. Participants came from across DoD and the government sector with approximately 35 participants generating over 700 concepts and ideas.

Those ideas were aggregated and “threaded,” and an interesting and dominant thread emerged: both the problem and solution space converged on exploiting Massive Multiplayer Online Games (MMOGs) and commercial gaming in general. Gaming was seen as potentially providing insight into emergent behavior, new business models, and new collaborative and communication techniques in addition to the more “accepted” use as a training tool. Furthermore, gaming technology, through the simple power of its market size, had become a leading driver in the computer, graphics, and networking industries.

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Published by: todd.borghesani on Apr 14, 2009
Copyright:Attribution Non-commercial

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09/30/2012

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ISTITUE FORDEFESE AALYSES
IDA Document D-3335Log: H 06-001567July 2006
MS&G, When Worlds Collide:A Primer for Potential
Brian Williamsob BatesTara McGovernerry HeuringGordon Walton
Approved for public release;distribution unlimited.
 
This work was conducted under contracts DASW01 04 C 0003 andW74V8H 05 C 0042, Task AK-8-246201 for the Defense Modeling and SimulationOffice. The publication of this IDA document does not indicate endorsement bythe Department of Defense, nor should the contents be construed as reflectingthe official position of that Agency.© 2006 Institute for Defense Analyses, 4850 Mark Center Drive,Alexandria, Virginia 22311-1882 (703) 845-2000.This material may be reproduced by or for the U.S. Government pursuantto the copyright license under the clause at DFARS 252.227-7013(NOV 95).
 
ISITUTE FORDEFESE ANALYSES
IDA Document D-3335
MS&G, When Worlds Collide:A Primer for Potential
rian WilliamsBob Batesara McGovernTerry HeuringGordon Walton

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