The Persuasion Game: Developing a Serious Game Based Model for Information Warfare and Influence Studies

dc.cclicenceCC-BY-NCen
dc.contributor.authorOrmrod, D.en
dc.contributor.authorScott, Keithen
dc.contributor.authorScheinman, L.en
dc.contributor.authorKodalle, T.en
dc.contributor.authorSample, C.en
dc.contributor.authorTurnbull, B.en
dc.date.acceptance2019-02-20en
dc.date.accessioned2019-02-26T13:01:18Z
dc.date.available2019-02-26T13:01:18Z
dc.date.issued2019-07
dc.descriptionThe file attached to this record is the author's final peer reviewed version.en
dc.description.abstractIn an age of hybrid, asymmetric, and non-linear conflict, the role of Information Operations has become ever more important; this paper presents a study of a recent research project. The project examined 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. An international and cross-sector research group drawing on military, government, and academic expertise from seven different countries met in October 2018 to understand the best way to wargame influence. In the space of four weeks, the group worked towards the successful achievement of their initial goal; the creation of an influence wargaming community supported by a modular wargaming package and development roadmap. This paper introduces the context which has led to the establishment of the multi-national, multi-disciplinary team; discusses the reasons for employing serious gaming as a research tool for studying influence; outlines the development of the project of its initial four-week span; and summarises the initial key findings and directions for further research. The use of wargaming as a training and research tool is familiar in both the military and civil contexts; the project discussed here presents a truly innovative approach to influence studies, and shows the benefits of an interdisciplinary, cross-domain research team. The final section introduces a new influence wargaming framework that has emerged from the study.en
dc.funderN/Aen
dc.identifier.citationOrmrod, D, Scott, K., Scheinman, L., Kodalle, T, Sample, C., and Turnbull, B. (2019). The Persuasion Game: Developing a Serious Game Based Model for Information Warfare and Influence Studies. In: Proceedings of the 18th European Conference on Cyber Warfare and Security. Coimbra, Portugal, July 2019.en
dc.identifier.issn2049-9870
dc.identifier.urihttp://hdl.handle.net/2086/17581
dc.language.isoenen
dc.peerreviewedYesen
dc.projectidN/Aen
dc.publisherAcademic Conferences and Publishing International Ltd.en
dc.researchgroupMedia and Communication Research Centreen
dc.researchinstituteMedia and Communication Research Centre (MCRC)en
dc.subjectCyber Securityen
dc.subjectInformation Operationsen
dc.subjectInfluenceen
dc.subjectSerious Gamingen
dc.subjectWargamingen
dc.titleThe Persuasion Game: Developing a Serious Game Based Model for Information Warfare and Influence Studiesen
dc.typeArticleen
dc.typeConferenceen

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