The Persuasion Game: Serious Gaming Information Warfare and Influence
In an age of hybrid, asymmetric, and non-linear conflict, the role of Information Operations has become ever more important. This paper presents a research project examining ways of better enabling stakeholders to respond to the increasing use of influence in warfare, hybrid conflict, competition, and the realms of hard and soft politics. The project consisted of an international cross-sector research group drawing on military, government, academic, and industry expertise to understand the best way to wargame influence. The use of wargaming as a training/research tool is familiar in military and civil contexts; the project discussed presents a truly innovative approach to influence studies, and shows the benefits of an interdisciplinary, cross-domain research team.
This is a revised and expanded version of a conference paper delivered at ECCWS (European Conference on Cyber Warfare and Security) 2019. It will appear in a forthcoming issue of the _Journal of Information Warfare_.
Citation : Ormrod, D., Scott, K., Scheinman, L., Kodalle, T. Sample, C. Turnbull, B., and Ormrod, A. (2019) The Persuasion Game: Serious Gaming Information Warfare and Influence.llllllll Journal of Information Warfare [forthcoming]
Research Institute : Media and Communication Research Centre (MCRC)
Peer Reviewed : Yes
- School of Humanities