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Development Of Simulation Software In Military Training And Gaming Systems

By Mr Andrew Mitchell and Kellogg Brown


Abstract. The term ‘simulation ’ conjures many thoughts to all who hear it. In almost all cases, on hearing ‘simulation ’ most of us think of arcades and games mixed with a healthy dose of fun. Today’s military organisations are for a variety of reasons making more and more sophisticated use of simulation. The problem facing almost all military organisations is the ‘shrinking budget’. Making sound and considered use of simulation, through gaming, in training and ‘military gaming ’ ensures that many of the minimum on-going requirements are met and that training cycles are maintained. What is ‘wargaming’, why is becoming so important and where can it be used? The development of the Mine Warfare and Clearance Diving (MCD) Gaming capability for the Royal Australian Navy (RAN) was well defined and indeed procurement had been commenced prior to the Australia’s involvement in the recent Gulf Conflict. Using the lessons learned and the additional operational knowledge and experience gained from that engagement will make for a mature and well-balanced gaming capability. This paper makes a brief journey into the development of ‘simulation ’ software by the Defence Materiel Organisation (DMO) for the RAN in a specific force environment for the precise purpose of the conduct of ‘Gaming’. This capability, currently under development and construction is to enable the conduct of the ‘Gaming ’ of Courses of Action (COAs) particularly in the Operational environment at the Task Group level of command. 1. AIM The aim of this paper is to present a general interest topic paper that explores and provides a measure of detail regarding the development of wargaming for a specific target audience. This paper seeks to show that there are many cases, this being one, where simulation is better than reality. This paper does not seek to describe the positioning of simulated wargames into specific technologies. 2

Year: 2009
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