15 January 2012

The Rest of the World Is Paying Attention to (Video) Wargames

Even Tom Ricks is talking about them.

Video games have somewhat of a bad reputation today: individuals have attacked games for their supposed contribution to obscenity and their debilitation of male virtue. Despite these fears, scientists have identified some benefits from gaming, ranging from improved self-worth to augmented surgical skills. In the foreign policy arena, video games can and should serve as a powerful tool for educating civilian and military personnel about war and foreign affairs.

Video games can serve to help bolster America's glaring deficiency in one crucial discipline: history. Video games focused on war and IR provide refreshing bursts of information about often-overlooked leaders and wars. These games can offer descriptive backgrounds of leaders or events (e.g. Age of Empires' description of Genghis Khan or the Crusades). These methods can sometimes provide a deeper and more-engaging understanding of history than just a textbook or lecture.

A subgenre of games, so-called "serious" games, goes further by explicitly trying to educate gamers about historical or political issues. For example, Niall Ferguson in 2007 played the World War II serious game Making History and played out some of his WWII counterfactual scenarios, such as war breaking out over German seizure of Czechoslovakia in 1938. His experience led him to conclude that his counterfactual historical scenarios "weren't as robust as [he] thought." As a result, Ferguson ended up advising this series. This episode, forcing critical re-examinations of events, anecdotally illustrates the range of useful educational experiences gleaned from games like Making History or other, current games such as Global Conflicts: Palestine or the future-themed Fate of the World: Tipping Point that can help civilians better understand history and policymaking, thereby making better choices when voting or arguing politics.


By: Brant

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