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Working Group 1: Game Lab
Game Lab challenge

 Haiti earthquake HADR scenario as window into methods
  for tomorrow’s wargames
   operations other than force-on-force
   chaotic, complex, operational environment involving broad
    range of DIME/PMESII factors
   full glare of international media (and associated political
    pressures)
   highly interagency and multinational
   short term urgencies with long-term implications
   wargame application/use beyond traditional clients
designing for whom?

 much discussion in all three groups of client needs and
  characteristics
   multiple clients (not all known in advance)
   varying range of game experience (and game support
    infrastructure), high proportion of novices
   adaptable to varying needs (time, complexity, subject
    matter)
learning what?

 groups identified appropriate learning objectives
   not a planning exercise or a detailed “how to” game
   more about
    relationships, interactions, harmonizing/deconflicting varying
    agendas
   “nonconventional” learning objectives: chaotic
    immersion, recognition that no matter how well you do
    people will die
   avoiding “wrong lessons”
      population as passive victims
      crude view of organizational differences
delivered how?

 digital or manual?

 moderation with white cell?

 card-and-board
   suitability for level of complexity
   adaptability
   self-contained

 influence of design repertoire
players

 groups generally settled on 4-12 players
   some elasticity in player numbers
   shaped by user and delivery method
   US (military + USAID/State)?
   UN
   NGO (one? two? many?)
   Haitian government
   survivors?
   media?
   minor actors represented through events
players

 the challenge of cooperative play with asymmetric
  victory conditions
   reward organizational objectives with additional resources
    (Group C)
   fixed or changing objectives

 players ought to have different comparative advantages

 is coordination a quality of game play, or a discrete
  action or state?

 changing capacities over time
length of game

 brief suggested 1-2 months

 what were the natural “eras” of HADR in Haiti?
    what are the lessons the game should teach?

 variable turn lengths to address relief-reconstruction
  continuum, second and third order effects

 what are the constraints generated by likely employment of
  game?
    7-12 turns (Group B)
    4-8 hours (Group C)
    how many game interactions?
key variables and processes

 all groups identified some version of cluster sectors
  (medical, food, WASH, shelter, security, infrastructure, etc)
    Group A also emphasized logistics/supply chain dynamics, and
     importance of spatial nodes/locations
    Group C also wanted a geographic component, ability to
     model population movement
    Group B, by contrast, went for an entirely sectoral approach
     (map as backdrop)

 how to measure “success”?
    humanitarian conditions
    organizational priorities and successes
    Haitian politics
game mechanics

 all groups decided on some sort of card-driven
  mechanism for event generation
   combined event/ops/coordination cards? (Group A)

 individual decks (group C), plus assets (chips)?
  advantages of a card-based system
   broad range of lessons, events, vignettes
   rules-on-cards
   learning-on-cards
   easily modified
game mechanics

 fog of HADR
   initially hidden need values (group C) with geographic
    multipliers

 population might sometimes self-fix problems

 need to focus on how player decisions shape situation
  and how they receive feedback
real and alternate histories

 should the game actually model historical events, or
  introduce added uncertainty through variable starting
  conditions?
   aftershocks
   weather
   crime and political stability

 should earthquake dynamics be tweaked to increase
  learning outcomes?
other considerations

 idea proliferation and the need for ruthless simplification
   how to abstract/simplify without losing immersion and
    suspension of disbelief?

 extensible game mechanics

 porting to other platforms

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Working group1

  • 1. Working Group 1: Game Lab
  • 2. Game Lab challenge  Haiti earthquake HADR scenario as window into methods for tomorrow’s wargames  operations other than force-on-force  chaotic, complex, operational environment involving broad range of DIME/PMESII factors  full glare of international media (and associated political pressures)  highly interagency and multinational  short term urgencies with long-term implications  wargame application/use beyond traditional clients
  • 3. designing for whom?  much discussion in all three groups of client needs and characteristics  multiple clients (not all known in advance)  varying range of game experience (and game support infrastructure), high proportion of novices  adaptable to varying needs (time, complexity, subject matter)
  • 4. learning what?  groups identified appropriate learning objectives  not a planning exercise or a detailed “how to” game  more about relationships, interactions, harmonizing/deconflicting varying agendas  “nonconventional” learning objectives: chaotic immersion, recognition that no matter how well you do people will die  avoiding “wrong lessons”  population as passive victims  crude view of organizational differences
  • 5. delivered how?  digital or manual?  moderation with white cell?  card-and-board  suitability for level of complexity  adaptability  self-contained  influence of design repertoire
  • 6. players  groups generally settled on 4-12 players  some elasticity in player numbers  shaped by user and delivery method  US (military + USAID/State)?  UN  NGO (one? two? many?)  Haitian government  survivors?  media?  minor actors represented through events
  • 7. players  the challenge of cooperative play with asymmetric victory conditions  reward organizational objectives with additional resources (Group C)  fixed or changing objectives  players ought to have different comparative advantages  is coordination a quality of game play, or a discrete action or state?  changing capacities over time
  • 8. length of game  brief suggested 1-2 months  what were the natural “eras” of HADR in Haiti?  what are the lessons the game should teach?  variable turn lengths to address relief-reconstruction continuum, second and third order effects  what are the constraints generated by likely employment of game?  7-12 turns (Group B)  4-8 hours (Group C)  how many game interactions?
  • 9. key variables and processes  all groups identified some version of cluster sectors (medical, food, WASH, shelter, security, infrastructure, etc)  Group A also emphasized logistics/supply chain dynamics, and importance of spatial nodes/locations  Group C also wanted a geographic component, ability to model population movement  Group B, by contrast, went for an entirely sectoral approach (map as backdrop)  how to measure “success”?  humanitarian conditions  organizational priorities and successes  Haitian politics
  • 10. game mechanics  all groups decided on some sort of card-driven mechanism for event generation  combined event/ops/coordination cards? (Group A)  individual decks (group C), plus assets (chips)? advantages of a card-based system  broad range of lessons, events, vignettes  rules-on-cards  learning-on-cards  easily modified
  • 11. game mechanics  fog of HADR  initially hidden need values (group C) with geographic multipliers  population might sometimes self-fix problems  need to focus on how player decisions shape situation and how they receive feedback
  • 12. real and alternate histories  should the game actually model historical events, or introduce added uncertainty through variable starting conditions?  aftershocks  weather  crime and political stability  should earthquake dynamics be tweaked to increase learning outcomes?
  • 13. other considerations  idea proliferation and the need for ruthless simplification  how to abstract/simplify without losing immersion and suspension of disbelief?  extensible game mechanics  porting to other platforms