Your Boss, Players, and Sponsor: The Three Witches of War Gaming

Abstract

In national-security war gaming there are three classes of senior stakeholders whom I call the three witches critical to the success of a game but with the power to affect negatively its quality. These comprise, first, the war-game director s superior and chain of command; second, the senior players within each game cell; and third, the sponsor of the game and that officer s chain of command. Each of these three stakeholders frequently attempts to influence the design of the war game, even during play itself. For two reasons, such attempts amount to inappropriate interference. First, these stakeholders are not (usually) expert in war-game research, design, development, or production. Second, it is a conflict of interest for them to influence the game's design; such interference puts the credibility of the results into justifiable doubt. The director, responsible for delivering a quality game, must manage these three stakeholders throughout design, play, analysis, and post event reporting to ensure that the game meets the sponsor's national-security-related objectives. Failure to do so puts the war-game director at risk of following the three witches to a fate analogous to Macbeth's.

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Document Details

Document Type
Technical Report
Publication Date
Jan 01, 2014
Accession Number
ADA591021

Entities

People

  • Stephen Downes-martin

Organizations

  • Naval War College

Tags

Communities of Interest

  • Cyber
  • Human Systems

DTIC Thesaurus Topics

  • Force Protection
  • Human Behavior
  • Information Security
  • Leadership
  • Military Planning
  • National Security
  • New York
  • Personnel Management
  • Project Management
  • Psychology
  • Security
  • Social Psychology
  • Universities
  • War Colleges
  • War Games

Readers

  • Economics
  • Maritime and Naval Warfare Studies
  • Military History of the United States in the 20th Century.