This manual explains how to use the Defensive Space Analysis Tool (DSPAT), which was developed to compare alternative approaches to space control in terms of their mission effectiveness, feasibility, escalation risk, and political cost.
Figuring out what the future may look like—and what concepts and technology we should invest in now to prepare—is hard. How can the wargaming community build a cycle of research to help understand what these paths might be?
This report is intended to help decisionmakers who would like to design and run a 360° Game, which can be used in multidimensional analysis of complex problems and allows participants to investigate a problem from a variety of perspectives.
Dodd-Frank, the 2010 financial reform law, is now itself the target of reform. Those involved with the overhaul could draw inspiration from an unlikely source: video games. A simulation game could help predict the effects of changes to regulations—and avoid high-stakes missteps.
To support the U.S. Marine Corps and its curriculum for information operations personnel, RAND has adapted the premise of the military classic The Defence of Duffer's Drift for a modern-day audience of Marine Corps officers.
Adapting the format of military classic, The Defence of Duffer's Drift, this report analyzes alternative courses of action in the same hypothetical mission in order to derive lessons about integrating information operations into operational planning.
RAND uses gaming techniques to develop insights into a host of 21st century challenges. In this Events @ RAND podcast, David Shlapak, codirector of the RAND Center for Gaming, discusses the strengths, weaknesses, and limitations of using gaming in research.
RAND conducted two discovery games to explore possible solutions for improving cybersecurity, assess their implications, and develop an initial framework to support debate and inform decisions regarding cybersecurity policies and practices.
A series of wargames examined the probable outcome of a Russian invasion of the Baltic states. The wargames showed that a near-term Russian invasion could reach the Estonian and Latvian capitals in less than 60 hours.
This issue highlights transgender personnel in the U.S. military; promising evidence on personalized learning in U.S. classrooms; a Q&A on gaming and public policy; excerpts from John Lewis' Pardee RAND commencement address, and more.
A series of wargames examined the potential results of a Russian invasion of the Baltic states. While such an invasion appears unlikely, its consequences would be so dangerous that not taking steps to deter it more robustly would be imprudent.
The act of designing a game will force you to articulate your theory or to be more specific about it. It will also require you to operationalize your variables and theoretical constructs of interest into a specific context, and prompt you to anticipate the ways in which it may play out in that scenario.
Today NATO is outnumbered, outranged, and outgunned by Russia in Europe and beset by a number of compounding factors that make the situation worse. But it is possible to begin restoring a more robust deterrent posture and to do so at a price tag that appears affordable.
Reinvigorating wargaming in the defense community offers great potential value given the complex strategic situation that the U.S. faces today. DoD should educate sponsors and consumers about the appropriate use of wargames, set realistic expectations, and build the right amount of risk acceptance into its gaming enterprise.