war game

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war game

a game in which model soldiers are used to create battles, esp past battles, in order to study tactics

War Game

 

one of the forms of officers’ training, consisting of the solution of various tactical problems in the field and from topographic maps. In the Russian Army, war games became part of the system of training officers and generals in the second quarter of the 19th century. After the Russo-Japanese War (1904-05), they were carried on with the further aim of testing operational plans and organizational measures. In the Soviet Armed Forces, war games are conducted on ships, with forces in the field, and in military schools and academies. In the course of war games, each participant discharges either staff functions or duties involved with the games. According to its form, a war game is of either a command, command-staff, rear, or special type. By the number of command echelons participating in the game, it may be one-degree or two-degree, or more rarely three-degree; by the number of playing sides, it may be two-sided or one-sided; by scale, it may be operational or tactical; and by the method of control, it may have means of signal communication or it may not. For a war game, a leader is designated, and in large war games leadership staffs and umpires are designated. The war game begins when each side is given the problem with the initial situation and the orders of the senior official on the ensuing actions. Each game is completed with an analysis of its participants’ actions.

P. I. SIROTKIN

war game

[′wȯr ‚gām]
(ordnance)
A simulation, by whatever means, of a military operation involving two or more opposing forces, using rules, data, and procedures designed to depict an actual or assumed real-life situation.
References in periodicals archive ?
Many organizations conduct technical rehearsals of their incident response plans, but Deloitte s cyber threat war-gaming services involve CEOs, CFOs, risk officers, talent (human relations) officers, legal counsel, and corporate communications teams, as well as technical responders.
The more individuals feel involved and needed in the group, the more they will likely invest in helping achieve the group's goal." (52) Indeed, individual specialties must "come together in convocation," and this convocation yields "conversation." (53) It is this conversation that, as McCarty Little discovered more than 125 years ago, is at the heart of the war-gaming experience.
FD2 informed the Naval War College's war-gaming faculty that player access to as much information as desired might not be optimal.
Fields theorist Kurt Lewin urges that we not be "blinded by philosophical considerations, an atmosphere which recognizes only physical 'facts' as existent in the scientific meaning of that term which has now outlived its usefulness." (63) Games such as Final Destination 2, Irregular Challenges, and the Maritime Stability Operations Game point out for war-gaming professionals a path that will return them to the explorative power of gaming envisioned by McCarty Little in the late nineteenth century--a perspective that values both experiential processes and analytical outcomes and understands that these domains are not mutually exclusive.
Adjudicators and their expert advisers are by definition, as we have seen, unskilled at war-gaming novel operational and strategic problems, precisely because they are novel, with no statistics and case studies are few and analogical.
The three risk factors for (perhaps unintended) intellectual fraud must be considered likely to be present when war-gaming novel and important operational and strategic problems using senior officers and civilians as players, adjudicators, and experts.
(8.) As pointed out by Ion Compton and Yuna Wong at the 2011 Connections war-gaming conference, it is a professional requirement for war-game designers to be familiar with the political-science theory base and models in order to provide adjudicators with the range of possible outcomes and provide the adjudication cell with advice on which outcome to choose to support the sponsor's objectives.
The service colleges frequently perform this role, and each has a war-gaming center.
The nation's war and staff colleges all have war-gaming departments whose directors have professional contact with each other and with key figures in the wider war-gaming world.
Rubel, "War-Gaming Network-centric Warfare," Naval War College Review 54, no.
There is no shortage of problems amenable to useful analysis by war-gaming techniques.
In addition, the war-gaming community would do well to draw on the efforts of sociologists and political scientists, who could analyze the underlying cultural forces at work in such recent operations as Somalia and Kosovo, and who can be consulted in planning games for prospective involvement in foreseeable crises.