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The Long History of Gaming in Military Training

Author

Listed:
  • Roger Smith

    (U.S. Army PEO for Simulation, Training, and Instrumentation, USA, roger.smith14@us.army.mil)

Abstract

The dual-use of games in both military and entertainment applications has a long history. This has taken the form of sand tables, miniatures, board games, and computer games. The current tension between entertainment and military applications over games is just the return of similar concerns that have surrounded gaming tools and technologies in previous generations. Dynamic representations of the physical world are interesting and useful tools in a number of fields, to include the military, city planning, architecture, education, and entertainment. Modern computer games contain technologies and tools that allow many different communities to accomplish similar goals.

Suggested Citation

  • Roger Smith, 2010. "The Long History of Gaming in Military Training," Simulation & Gaming, , vol. 41(1), pages 6-19, February.
  • Handle: RePEc:sae:simgam:v:41:y:2010:i:1:p:6-19
    DOI: 10.1177/1046878109334330
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    References listed on IDEAS

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    1. J. Lindsey Lane & Stuart Slavin & Amitai Ziv, 2001. "Simulation in Medical Education: A Review," Simulation & Gaming, , vol. 32(3), pages 297-314, September.
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    Cited by:

    1. Peter Landwehr & Marc Spraragen & Balki Ranganathan & Kathleen M. Carley & Michael Zyda, 2013. "Games, Social Simulations, and Data—Integration for Policy Decisions," Simulation & Gaming, , vol. 44(1), pages 151-177, February.
    2. Jim Scullion & Daniel Livingstone & Mark Stansfield, 2014. "Collaboration Through Simulation," Simulation & Gaming, , vol. 45(3), pages 394-409, June.
    3. Hans J. E. Korteling & Anne S. Helsdingen & Ralf R. Sluimer, 2017. "An Empirical Evaluation of Transfer-of-Training of Two Flight Simulation Games," Simulation & Gaming, , vol. 48(1), pages 8-35, February.
    4. John Curry & Dana Ruggiero & Phil Sabin & Michael Young, 2017. "Modelling the Outcomes of International Crises Using Confrontation Analysis," Simulation & Gaming, , vol. 48(3), pages 314-328, June.
    5. Anders Frank, 2012. "Gaming the Game," Simulation & Gaming, , vol. 43(1), pages 118-132, February.
    6. John Curry & Tim Price & Phil Sabin, 2016. "Commercial-Off-the-Shelf-Technology in UK Military Training," Simulation & Gaming, , vol. 47(1), pages 7-30, February.
    7. David Crookall, 2012. "The founding of modern simulation/gaming," Simulation & Gaming, , vol. 43(1), pages 5-14, February.
    8. Cindy L. Kovalik & Chia-Ling Kuo, 2012. "Innovation Diffusion," Simulation & Gaming, , vol. 43(6), pages 803-824, December.
    9. Clint A. Bowers & Stephen Serge & Lucas Blair & Janis Cannon-Bowers & Rachel Joyce & James Boshnack, 2013. "The Effectiveness of Narrative Pre-Experiences for Creating Context in Military Training," Simulation & Gaming, , vol. 44(4), pages 514-522, August.
    10. Mikel D. Petty & Salvador E. Barbosa, 2016. "Improving Air Combat Maneuvering Skills Through Self-Study and Simulation-Based Practice," Simulation & Gaming, , vol. 47(1), pages 103-129, February.
    11. Suzanne de Castell & Jennifer Jenson & Kurt Thumlert, 2014. "From Simulation to Imitation," Simulation & Gaming, , vol. 45(3), pages 332-355, June.
    12. Benjamin Schechter & Jacquelyn Schneider & Rachael Shaffer, 2021. "Wargaming as a Methodology: The International Crisis Wargame and Experimental Wargaming," Simulation & Gaming, , vol. 52(4), pages 513-526, August.
    13. David Crookall, 2010. "Serious Games, Debriefing, and Simulation/Gaming as a Discipline," Simulation & Gaming, , vol. 41(6), pages 898-920, December.
    14. Tomas By, 2012. "Formalizing Game-play," Simulation & Gaming, , vol. 43(2), pages 157-187, April.

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