Including the engaging features of commercial role-playing games in military training systems is of great interest in the simulation community. However, how to assess the trade-offs between player enthusiasm and needed scenario realities are not well understood. In fact, this is just one case of an overall need to effectively characterize models, simulation, and games (MS&Gs) and the degree to which they can support each other and meet mission requirements. Thus, accurately and comprehensively characterizing MS&Gs is the goal of this effort.
It begins by proposing consistent definitions of models, simulations, and games that are simple yet insightful. Provided with each definition are amplifying descriptions, a list of typical types, and MS&Gs uses. Next, the relationship among MS&Gs and between MS&Gs and their application domains are described, first in general terms and then through the derivation and description of approximately forty individual characteristics. These characteristics are grouped into six categories, their inter-relationships described, and an order of importance postulated.
A proof-of-concept was conducted by applying these results to a pair of training events: a Multi-Group In-port Training (MGIT) exercise and a Fleet Synthetic Training-Joint (FST-J) exercise. The definitions, MS&G characteristics, relationships, and importance were examined in the context of these complex, real-time, distributed, training events. With the lessons learned in mind, the next effort focused on developing metrics for a key subset of MS&G characteristics. These metrics reflect how specific features could be measured and begin to associate scales, ranges, and potential values based on MS&G applications.
Finally, it is planned that this initial effort will be expanded to examine MS&Gs in other application domains (analysis, acquisition, and operational support) and to focus on M&S support to gaming, especially to war games.