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America's Army: Operations may very well be one of the most ironic games ever. More than a few American politicians have bolstered their careers by condemning violence in popular entertainment, particularly in video games. Now the US government, by way of the Army, has produced a computer game that's all about realistic, deadly combat. While this odd turn of events raises interesting ethical and political issues, many gamers probably just want to know one thing about this online shooter: Is it any good?
Right off the bat, America's Army has one thing going for it that retail games don't: It's free, assuming you don't count the purported millions of US tax dollars spent on the game's development.
www.gamespot.com...
Descriptors:
*COMPUTER PROGRAMS, *COMMERCIAL EQUIPMENT, *MILITARY TRAINING, *WAR GAMES, LEADERSHIP, SKILLS, TRAINING, RECREATION, LAND AREAS, SQUAD LEVEL ORGANIZATIONS, GAME THEORY, INFANTRY, RESOURCES, BRIGADE LEVEL ORGANIZATIONS, OFF THE SHELF EQUIPMENT, MISSIONS, LOGISTICS.ZCOMPUTER PROGRAMS, *COMMERCIAL EQUIPMENT, *MILITARY TRAINING, *WAR GAMES, LEADERSHIP, SKILLS, TRAINING, RECREATION, LAND AREAS, SQUAD LEVEL ORGANIZATIONS, GAME THEORY, INFANTRY, RESOURCES, BRIGADE LEVEL ORGANIZATIONS, OFF THE SHELF EQUIPMENT, MISSIONS, LOGISTICS.Z
Identifiers:
*COMPUTER GAMES, *MULTIPLAYER GAMES, COTS SOFTWARE, SQUAD TRAINING, VIDEO GAMES
Abstract:
Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level. The scope of this study examined the collective and leader tasks that are required for successful execution of Infantry squad missions (using the Army Training and Evaluation Plan ARTEP 7-8 Drill), and how those tasks could be trained with the use of commercial off-the-shelf multiplayer gaming software. The end-state of this research study is to provide initial analysis on what collective skills games can be used to train at the Infantry squad level, and develop a training model recommendation for the integration of this tool into existing unit plans. :
Descriptors:
*ARMY PERSONNEL, *VIRTUAL REALITY, *COMBAT SIMULATION, MILITARY OPERATIONS, DECISION MAKING, SKILLS, PERFORMANCE(HUMAN), COGNITION, OPERATIONAL EFFECTIVENESS, MILITARY EXERCISES.ZARMY PERSONNEL, *VIRTUAL REALITY, *COMBAT SIMULATION, MILITARY OPERATIONS, DECISION MAKING, SKILLS, PERFORMANCE(HUMAN), COGNITION, OPERATIONAL EFFECTIVENESS, MILITARY EXERCISES.Z
Identifiers:
PE62785A
Abstract:
Fifty-four officers in the Infantry Captains Career Course at Fort Benning, Georgia, participated in a training effectiveness evaluation of a video game named Full Spectrum Command (FSC). Half were assigned to play FSC and participate in normal course work for commanding a light Infantry company in urban offensive operations; the other half did only the normal course work. Pre-FSC measures were for military experience, general cognitive ability, and decision-making style. A questionnaire administered to officers who played FSC documented their sense of personal involvement in the FSC environment, their perception of the training value of the game, and their opinions of FSC strengths and weaknesses. Officers in both groups were assessed individually for the adaptiveness of their decision-making behavior as the commander of a light Infantry company during a tactical exercise using the Janus simulation. Shortcomings in experimental procedures confounded between-groups comparisons for adaptive decision-making behaviors, but other results suggest FSC can provide tactical experiences with potential training value. Prior military experience was related to personal involvement with FSC, perceived training value of FSC, adaptive decision-making behavior in Janus, and decision-making style. Officers who played FSC identified its strengths and changes desired in future versions of the game.
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