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The Persuasion Game: Developing a Serious Game Based Model for Information Warfare and Influence Studies

机译:说服游戏:开发一个严重的信息战和影响研究模型

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In an age of hybrid, asymmetric, and non-linear conflict, the role of Information Operations has become ever more important; this paper presents a study of a recent research project. The project examined ways of better enabling stakeholders to respond to the increasing use of influence in warfare, hybrid conflict, competition, and the realms of hard and soft politics. An international and cross-sector research group drawing on military, government, and academic expertise from seven different countries met in October 2018 to understand the best way to wargame influence. In the space of four weeks, the group worked towards the successful achievement of their initial goal; the creation of an influence wargaming community supported by a modular wargaming package and development roadmap. This paper introduces the context which has led to the establishment of the multi-national, multi-disciplinary team; discusses the reasons for employing serious gaming as a research tool for studying influence; outlines the development of the project of its initial four-week span; and summarises the initial key findings and directions for further research. The use of wargaming as a training and research tool is familiar in both the military and civil contexts; the project discussed here presents a truly innovative approach to influence studies, and shows the benefits of an interdisciplinary, cross-domain research team. The final section introduces a new influence wargaming framework that has emerged from the study.
机译:在杂交的时代,不对称和非线性冲突中,信息行动的作用变得更加重要;本文提出了对最近的研究项目的研究。该项目审查了更好的使利益相关者能够应对越来越多地利用战争,混合冲突,竞争和艰难政治领域的利用。来自七个不同国家的军事,政府和学术专长的国际和跨部门研究小组绘制在2018年10月,以了解战争影响的最佳方式。在四周的空间,该集团致力于成功实现其初步目标;创建由模块化的警员包和发展路线图支持的影响战争群落。本文介绍了导致建立多国多学科团队的背景;讨论采用严重游戏作为研究影响的研究工具的原因;概述其最初的四周跨度项目的发展;并总结了进一步研究的初始关键发现和方向。 Wargaming作为培训和研究工具的使用是熟悉的军事和民俗;这里讨论的该项目提出了一种真正的影响研究的创新方法,并展示了跨学科,跨域研究团队的益处。最后一节介绍了从该研究中出现的新影响战争框架。

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