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Games soldiers play

Published: 01 March 2002 Publication History

Abstract

Computer games and virtual reality are radically altering the way the military prepares for war. Over the last three decades, sophisticated computer modeling and graphics, faster processor speeds, and advances in artificial intelligence have gone into building simulation technology that can create a reality that stops just short of war. In turn, the use of simulators has helped bring about a sea change in military training. Troops today practice exhaustively, taught by simulators not only how to use their ever more complex equipment, but also how to work in teams, move efficiently through a battlespace, and negotiate a wide range of conflicts, which may or may not involve military force. Simulation also gives military and political leaders insight into potential conflicts. Commanders can now recreate on computer the complex choreography of thousands of soldiers, weapons, vehicles, and aircraft moving across a battlefield that extends over thousands of square kilometers. In this way, military decision-makers can test strategic options before launching a campaign in earnest. They can also assess the performance of new weapons systems under consideration

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  • (2021)HeGO, a Social Game as a Tool for Cultural Heritage ValorizationJournal on Computing and Cultural Heritage 10.1145/343192614:2(1-16)Online publication date: 29-May-2021
  • (2020)War Video GamesJournal on Computing and Cultural Heritage 10.1145/340419613:4(1-13)Online publication date: 3-Dec-2020
  • (2017)An Empirical Evaluation of Transfer-of-Training of Two Flight Simulation GamesSimulation and Gaming10.1177/104687811667105748:1(8-35)Online publication date: 1-Feb-2017
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Published In

cover image IEEE Spectrum
IEEE Spectrum  Volume 39, Issue 3
March 2002
37 pages

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IEEE Press

Publication History

Published: 01 March 2002

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Cited By

View all
  • (2021)HeGO, a Social Game as a Tool for Cultural Heritage ValorizationJournal on Computing and Cultural Heritage 10.1145/343192614:2(1-16)Online publication date: 29-May-2021
  • (2020)War Video GamesJournal on Computing and Cultural Heritage 10.1145/340419613:4(1-13)Online publication date: 3-Dec-2020
  • (2017)An Empirical Evaluation of Transfer-of-Training of Two Flight Simulation GamesSimulation and Gaming10.1177/104687811667105748:1(8-35)Online publication date: 1-Feb-2017
  • (2014)A multi-user virtual laboratory environment for gear train designComputer Applications in Engineering Education10.1002/cae.2157322:4(788-802)Online publication date: 1-Dec-2014
  • (2013)Balancing Fidelity of Simulation Game Environments to Increase Situational Awareness SkillsGames and Learning Alliance10.1007/978-3-319-12157-4_31(370-375)Online publication date: 23-Oct-2013
  • (2012)The participatory design of a simulation training gameProceedings of the Winter Simulation Conference10.5555/2429759.2429950(1-11)Online publication date: 9-Dec-2012
  • (2012)The Lure of the VirtualOrganization Science10.1287/orsc.1110.070323:5(1485-1504)Online publication date: 1-Sep-2012
  • (2010)Developing serious games for cultural heritageVirtual Reality10.5555/3227205.322729214:4(255-275)Online publication date: 1-Dec-2010
  • (2010)A mixed reality approach for interactively blending dynamic models with corresponding physical phenomenaACM Transactions on Modeling and Computer Simulation10.1145/1842722.184272720:4(1-23)Online publication date: 5-Nov-2010
  • (2009)Motivaton of students for futher education in simulation by an applied example in a related other course in engineering educationWinter Simulation Conference10.5555/1995456.1995498(248-255)Online publication date: 13-Dec-2009
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