One of the challenges facing the Army today is the ability to explore innovative concepts and capabilities in a resource
constrained environment to develop materiel, doctrinal, and organizational solutions for the future force. Early
Synthetic Prototyping (ESP) is a process and a set of tools that will enable Soldiers and technologists to rapidly assess
how technologies might be employed within a game environment. ESP is envisioned to be a persistent game network
that allows Soldiers to play scenarios and provide experiential feedback to concept and capability developers. An
operational test has been conducted that leveraged VBS3 to explore four future concepts: Virtual Pointer, Counter
Unmanned Aerial System, Aerial Resupply, and the Next Generation Close Combat Vehicle A total of 76 Soldiers
participated in the test. The test allowed the prototyping of ESP tools and processes, along with answering three
primary questions: (1) What games do Soldiers play in their off-duty time and what devices do they use? (2) What
would motivate Soldiers to participate in ESP on their own time? (3) How valuable is their qualitative feedback and
game data to concept and capability developers? The results of this test were encouraging and overwhelmingly
positive. More than 85% of Soldiers play military-themed games in their off duty hours; more than half of the Soldiers
play more than 10 hours of military-themed games each week. Most Soldiers stated they would participate in ESP on
their off duty hours and their biggest motivation to participate is knowing they are helping shape the future of their
Army. The qualitative feedback indicates Soldiers are able to provide insightful feedback about materiel,
organizational, and doctrinal solutions. The results of this study show there is strong potential that ESP will not only
be a great way for concept and capability developers to gain meaningful feedback from end users but is also an
environment Soldiers relate with and can innovate solutions. This paper describes the test procedure, analysis of the
results, lessons learned, and recommendations for future development. Insights are generalizable to understand how
to engage service members in their off-duty hours through gaming solutions. The results of this test gained the
attention and support of senior leaders in ARCIC and TARDEC. Continued research needs to refine the ESP method
and to determine the best way to extract and visualize both qualitative and quantitative data from the composite data
collected from thousands of Soldiers.
Early Synthetic Prototyping: When We Build It, Will They Come?
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