War-Gaming 101
by Jeanette Steele, U.S. Naval War College February 27, 2020
The U.S. Naval War College held its sixth war game fundamentals
course to teach the war-gaming skills that the college uses to help
decision-makers shape the future Navy in January 2020.
War-gaming is a time-honored role of the college, founded in 1884 as
a place of teaching and research on naval issues. Currently, the
college’s War Gaming Department, under the umbrella of the Center
for Naval Warfare Studies, will conduct as many as eight major war
games this fiscal year on behalf of the Navy and the U.S. Department
of Defense.
 January 15, 2020 - Members of various commands and U.S. government agencies participate in the annual War-Gaming Fundamentals course held at the U.S. Naval War College (NWC). The five-day course is held to teach the war-gaming skills that NWC uses to help decision-makers shape the future Navy. War-gaming is a time-honored role of the college, founded in 1884 as a place of teaching and research on naval issues. (U.S. Navy photo by Mass Communication Specialist 2nd Class Tyler D. John)
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Professor Shawn Burns sat down to discuss the war-gaming
fundamentals course, one of the rare War Gaming Department
activities in the year that is unclassified. A retired Marine Corps
helicopter pilot, Burns is director of the course. He also literally
wrote the book on war-gaming, a slim volume called “War Gamers’
Handbook, A Guide for Professional War Gamers.”
Q: What’s the
goal of the course and who is the audience?
Burns: The
purpose of the course is to teach new War Gaming Department faculty
members how we ‘do’ war gaming. Some are civilian professors, but
most are uniformed military professors who are very skilled and
capable in their specialties, but war-gaming is a new area for them.
Other organizations have heard about this course and said, ‘Hey
can we come?’ So, this week, we will have people from commands
around the Marine Corps, the Navy, the Joint Staff and the
Department of State and from the Federal Reserve Bank.
Q:
What roles will they learn?
Burns: The war games that we do,
it’s like a research project. There’s the game director, who is the
research project lead. Then a game designer creates the blueprint
that describes the structure of the game. The game developer creates
and knits together all the parts needed for players to execute the
game. The knowledge manager organizes game files that are often
spread over six different internet and gaming intranet networks.
There’s an administrative and logistics person who manages player
registrations and badging. And we have a rep from our Office of
Naval Intelligence Detachment that helps characterize "Red"
capabilities reflected in the game.
Q: Can you talk about the
history of war-gaming at the Naval War College and the kinds of war
games held here now?
Burns: Lt. William McCarty Little was
one of the original faculty members at the Naval War College in the
late 1800s. He delivered six lectures on war-gaming. The war game
was one of the main methods for teaching the students, in addition
to classroom work. So from the very beginning of the college,
war-gaming was integral to the curriculum.
As time marched on, war-gaming still had a role in the
educational piece of the Naval War College. But as the college
created a research arm, our primary focus is on analytic research.
We help three- and four-star fleet commanders improve their war
plans. We work with them to refine and build a war game – a research
project -- to address a specific maritime problem.
Q: What’s
the impact of this work on national security?
Burns: We are
Americans, and we think like Americans. How I was raised and my
experience in life have shaped how I see the world. War games can
help us see around corners, to take in to account subconscious
biases that we have and help illuminate assumptions, especially
faulty assumptions.
As we build a war game research project,
we also plan how we will collect and analyze war game data. Given
the problem articulated by the sponsor and the objectives stated,
I’m going to collect these kinds of information during the game, so
we provide meaningful feedback to the game sponsor, the fleet
commander.
After all of this data has been collected, myself
and others will spend two months making heads or tails of it and
present results in an analytic post-game report. That document will
go to the game sponsor and eventually to the chief of naval
operations.
Hopefully we provide insights to the commander.
People say history repeats itself. It never does exactly. There will
never be another Cuban Missile Crisis, but there can be analogous
things. Games can provide ideas to the commander that that person
can put it into his or her mental computer. And that may tangibly
impact changes to their plans.
At the Naval War College, we
like to say that we try to help the chief of naval operations make
the Navy of the future and improve the current Navy. Part of that is
helping fleet commanders be ready in the near term, and our
department is influencing how the Navy fights.
The oldest
institution of its kind in the world, the U.S. Naval War College
offers graduate education to military officers and national security
professionals and is accredited to award the Master of Arts degree.
The college serves roughly 600 in-residence graduate students and
more than 1,000 distance-education students each year.
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