
>Something for everyone
>Return on investment
>Virtually endless possibilities
>The ‘Link’ Between War and Games
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More Than a Game
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By
Eric Minton
Summer 2005 Print
Servicemembers are being introduced to a new type of
military training: video war games.
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Here’s something no parent wants to
read: Video games can make you smarter. Not that you should let your
kids spend six hours in front of a computer or Xbox playing virtual
warriors, but when video games use real-life scenarios, include
constant feedback and ratings, and meld with an overall training
regimen that includes book study and live experience, they make for
a wiser and more adaptable individual and team player.
That is what the U.S. military is discovering as each branch
embraces video games and gaming technology in its training regimen.
This is more than just catering to a generation that grew up with
the joy of joysticks instead of toy soldiers and teddy bear tea
parties. This is a trend driven by available technology, budget
constraints, gaming’s effectiveness in developing social and
cognitive skills, and, well, a generation of young soldiers,
sailors, Marines, and airmen who have known the joy of joysticks all
their lives.
“Frankly, every 18-year-old has played a video game,” says Michael
Macedonia, chief technology officer for the U.S. Army’s Program
Executive Office for Simulation Training and Instrumentation (PEO
STRI) in Orlando, Fla. “Every 18-year-old coming in the Army knows
how to read, too. This is just another technology [Army training]
can take advantage of.” He says Army schools once played Avalon Hill
battle board games, too. “The bottom line is we will do anything so
that we don’t have to train through blood.”
Virtual blood also is part of video-gaming culture, which brings us
to the tricky definition of “gaming” technology. For the military,
it’s the ability to use the latest bells and whistles—meaning
special effects and interactive graphics. And with the Internet,
games can be played simultaneously by participants in classrooms, on
ships, on aircraft, and in bunkers. “We define what a game is by the
emotional response in a player,” says Rosemary Garris, a research
psychologist with the Training and Human Performance Research and
Development Branch at the Naval Air Warfare Center Training Systems
Division in Orlando, Fla. Some of this she describes as the
“silliness factor”: the player hits a target or right answer and
gets an explosion or noise as a reward. Games also track performance
measurements, Garris says—i.e. keep score.
Given these fun responses, the tug at our competitive natures, and
the ever-improving graphic displays—everyone interviewed for this
story, from instructor to engineer to Marine colonel, used the word
“cool” at least once—games have an advantage over other media in a
training curriculum in that they captivate and motivate the
students. Games are not always about fun: think of the seriousness
with which the military always has used that word, as in “war
games.” Thus, the primary purpose of video games in training is to
improve cognitive and decision-making skills. Although some games
and simulator programs teach manual procedures and dexterity, the
majority of those used by the military are mental games.
Military video game developers therefore make sure the experience is
about handling a scenario rather than winning. “One of the potential
drawbacks to using gaming technologies is that instead of the
learning points and proper tactics, techniques, and procedures you
are trying to get across, [the student] wins by knowing how the game
works,” says Michael Woodman, project manager for the Marine Corps
Tactical Decision-Making Simulations (TDS). So when developing video
games for military training, “We don’t allow cheat codes.”
Something for everyone
The services work with established
game developers, such as the Institute for Creative Technologies at
the University of Southern California, Forterra Systems Inc., and
BreakAway Games, to customize the games for their specific training
needs. One such game is the Army’s version of one of the most
popular games on the Internet, Full Spectrum Warrior, a 3-D strategy
game in which the player maneuvers an infantry squad. “You don’t
fire your weapon, you have to fire the squad,” Macedonia says. “You
have to be successful in the mission, not lose any people, and
follow the rules of engagement.” The Army also is developing a
project called the Asymmetric Warfare Environment, a massive
database server containing myriad 3-D virtual worlds that can be
networked with personal computers and laptops anywhere in the world.
“People can [train together] whether they are in Tikrit [Iraq] or
Alabama,” Macedonia says.
A new version of the Marine Corps’ Close Combat: First to Fight
takes the artificial intelligence quotient a step further by giving
all virtual members of the fire team abilities known as
“Ready-Team-Fire-Assist.” Instead of the players micro-maneuvering
the members of their teams, those members automatically engage in
mutual support tactics, “just like a real Marine would,” Woodman
says. “So, the fire team leader can focus on his responsibilities as
a team leader, focus on the commands he needs to give when they are
called for.” The game could be set to a multiplayer mode, too, with
other Marines maneuvering team members. The Marine Corps also is
developing an anti-terrorism TDS in which players conduct real-time
strategy from a third-person point of view, and Joint Terminal
Attack Controller (JTAC), which provides a first-person point of
view to a developing battle. The two games will be interoperable so
that a platoon commander can maneuver forces using the
anti-terrorism TDS while those forces, using JTAC, actually engage
in the virtual battlefield. First to Fight even will be layered into
the system. “It will enable us to work back and forth across the
levels,” Woodman says.
The U.S. Air Force is using such networking capabilities to create a
Distributed Mission Operations system, which hooks up different
flight simulator sites around the world so various crews can train
together. This will allow virtual training of four-ship formations
with other four-ship formations, with AWACS (airborne warning and
control system) and with JSTARS (joint surveillance and target
attack radar system), and eventually with forward ground
controllers—all without spending an ounce of jet fuel.
On a much simpler level of technology, the syllabus for the Air
Force’s T-38 pilots in training at Randolph AFB, Texas, now includes
a video game put together by Andrew Ranft, program manager for T-38
Courseware at Air Education and Training Command Headquarters. With
cockpit graphics and audio feedback, the hour-long game is intended
as a refresher test on T-38 emergency procedures and operating
limitations before the pilots’ check flights. The four-part format
is based on popular television game shows — Jeopardy, Wheel of
Fortune, Who Wants To Be a Millionaire (rise in rank from cadet to
chief of staff by answering questions: A wrong answer ends the game
with the computer emcee saying “You are dismissed!”), and Hollywood
Squares (in which an assembly of nine cartoon characters from a
crusty old instructor pilot to a retired sr-71 pilot give answers
that might or might not be correct).
In the Navy, submarine trainees take a Virtual Interactive Shipboard
Instructional Tour, a scavenger hunt to get students acquainted with
the ship. The game is being expanded to include other types of
vessels. Submariners also undertake training while under way, and
because submarines don’t have room for full-scale simulators,
sailors use laptops to play the Submarine Skills Training Network
featuring periscope and equipment simulations. With the latter,
Garris says, the Navy is incorporating gaming elements, such as
vivid color, dynamic sequences, and various feedback and effects.
“Our theory is if you put the right components in, hopefully you can
create those emotional responses in players that would encourage
behaviors you want in students,” she says. In tests, students who
used the simulators with game components scored better than those
students who used the more traditional training.
This is a rare instance of researched data showing the cognitive
benefits of video games in training regimens. More prevalent is
anecdotal evidence endorsing video gaming’s effectiveness. Marine
and Army officials say informal surveys indicate that infantry units
practicing on computers performed better in live training than units
that had not gone through virtual training. “You get over the rough
learning points in a very inexpensive manner,” Woodman says of video
game training. “When you go to live training you’re past the little
stuff, and the training you can do there is more advanced. Those
Marines who spent a week with us [on TDSs] going into the field were
better trained than Marines that had already spent two weeks in the
field.”
Cost-effectiveness, as much as cognitive-effectiveness, is a major
part of the equation in video game training and simulation. “Live
field training is very expensive in terms of time, support, ranges,
fuel, ammunition, the whole gamut,” Woodman says. Consider the cost
of Military Operations in Urban Terrain training. In live training,
a unit could perform perhaps three evolutions “on a good day,”
Woodman says. On computer, that unit can do up to 40 evolutions,
honing skills through repetition and feedback. The computer also can
introduce a variety of iterations and terrain, something not
possible in a live setting. “That is not to say these games will
ever replace live training; we design them to augment live
training,” Woodman says.
“For the true experience, you can’t do any better than doing it for
real, doing it live,” says Col. Walt Augustin, program manager for
Training Systems, Marine Corps Systems Command in Orlando, Fla.
“But, I would submit that you can learn certain skills faster on a
game because you can go through it quickly [and] repetitively and
get immediate feedback.”
Return on investment
Saving money has been the
inspiration behind flight simulators since the 1930s (see “The
‘Link’ Between War and Games,” above); a student pilot who makes a
mistake in flight can destroy an expensive aircraft, but the best
way to practice avoiding fire is via simulation. “We don’t like to
shoot missiles at our good airplanes,” says Mark Adducchio, director
of engineering for the Simulator Systems Group, Agile Combat Support
Wing at Wright Patterson AFB, Ohio. “You’re actually flying against
perceived enemy aircraft and ground targets you can’t really do
without simulation. We strive to make our pilots sweat in our
simulator cockpits.”
Macedonia speculates that the Army turned to simulation training
after the Vietnam War because those soldiers were poorly trained for
the type of combat they encountered and the all-volunteer Army now
made proper training a smart investment. “We were now actually
investing in human capital. That was a big attitude change,” he
says. “So, the expenses that went into flight simulators [in the Air
Force and Navy] went into training simulators [in the Army]. What
we’re trying
to do in training is to create virtual veterans. We want soldiers to
years later remember a simulation and go, ‘That was an awful
experience.’ ”
The military did not jump into the video game field until commercial
companies, developing games for consumer entertainment, had
developed the technology enough so the military services could
afford to co-opt it. “As the technology improved, we were able to
drive cost down,” Macedonia says. The Navy hopes to further drive
down the cost of video-game training by developing a gaming engine
through open-source technology, downloading bits and pieces of
technology from the Internet. This would avoid licensing fees, says
Curtis Conkey, principal investigator for the Naval Education and
Training Command Personal Computer Simulation Experimentation Lab in
Orlando, Fla. “In [DoD] a lot of technology has already been used
for the high-profile simulators,” Conkey says. “There’s a whole
layer below that of less critical trainers that still needs to be
built, has less budget, and can’t afford a commercial gaming
solution or the recurrent licensing fees of gaming.” The engine is
being built at www.delta3d.org.
Virtually endless
possibilities
The technology, which has come a
long way in the 10 years since a couple of Marines adapted the
coding of the game Doom to make it relevant to Marine Corps
training, still is advancing. “We’re going through changes as we
speak,” says Augustin, referring to both the technology of video
gaming and the acceptance of incorporating video games into military
training. “Advocates at service schools are very proactive in
implementing this technology in their courses and instruction.
Others are more reluctant or resistant to the potential.” For his
part, Augustin wishes he had such video game training as an
infantryman.
Still, even the most proactive aficionado would not contend that
video gaming in its current state could replace live experience. But
the time might come when computers can provide noises, vibrations,
and smells. Even today, graphics and computer effects can make an
emotional impact, which is where training takes hold.
Macedonia says that’s the marriage of psychology, technology, and
art. “Plain reality is not as good as an artistic version,” he says.
“The human mind is an incredible gift of God. We can make that
monitor disappear for people.”
Woodman has seen that immersive quality take hold in Marines
training on video games. In one instance, a platoon leader in a
feedback session criticized video gaming because it could not
replicate a key interaction between a leader and his men;
specifically, when a rifleman isn’t moving to the right position
because he’s not paying attention or can’t understand, the squad
leader will go to that rifleman, grab his straps, and point him to
the proper place. Later that same day, during another video training
session, Woodman says, “I watched a fire team leader get up from his
chair, go over to a fire team member, point at the computer screen,
and say, ‘Here! I want you here!’ ” |
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The ‘Link’ Between War and Games |
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Edwin A. Link developed the world’s first true flight simulator in 1929 to train pilots before they stepped into the cockpit. He built it for the U.S. military, but because of budget constraints neither the Army nor Navy would purchase it. So Link sold the contraption to amusement parks as a ride. The armed forces finally bought it during the pre-World War II buildup.
This was just the first in a long and ongoing link between the amusement industry and armed forces, especially in the training arena. Hollywood used its A-list actors to make training films in World War II. Two U.S. Navy engineers invented laser tag, and Army trainers were the first to put it to extensive use. The engineers who developed a networked, full-immersive training simulator for the Army that allowed helicopters and armored vehicles to train together in virtual reality installed a similar system depicting Formula 1 racing at a Las Vegas casino. The U.S. military and NASA developed the 3-D graphics that later showed up in Pong, the dawn of the video game age.
In the past 10 years technology has been flowing in the other direction as military development budgets tighten while the booming entertainment business has goaded commercial developers. The same companies building the motion platforms and graphic displays for Star Trek and the virtual reality rides for Disneyland, Walt Disney World, and Universal Studios also provide flight simulators for the U.S. and other air forces.
“Entertaining and training are about making memories,” says Michael Macedonia, chief technology officer for the Army’s Program Executive Office for Simulation Training and Instrumentation (PEO STRI). “When you go outside classroom education, what you’re trying to do with soldiers is provide experience. Entertainment is also trying to develop experiences, but from a different perspective—pleasurable experiences.”
For video game technology, the armed forces are going to commercial developers to customize games already popular among the general public. This is a symbiotic relationship, even in a physical sense. The Army (PEO STRI), Navy (Naval Air Warfare Center Training Systems Division), and Marine Corps (Training Systems, Marine Corps Systems Command) all have their VR and simulator development centers and research labs in Orlando, Fla., located with many of the amusement industry’s top simulation and show control engineering firms. By partnering with commercial enterprises on developing video games, the services are granted access to proprietary technology while the game makers receive access to the military’s expertise in tactics, techniques, maneuvers, and procedures—not to mention uniform insignia.
Macedonia thinks the symbiosis goes much deeper than that. Video games, simulators, and movies tell stories, and storytelling also can make training stick. “Stories are what link these atoms of facts together so you can move backward and forward in your memory,” Macedonia says.
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