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Jones, Phillip N.

Publications and source records attributed to Jones, Phillip N..

Using Agent Based Modeling (ABM) to Develop Cultural Interaction Simulations

Today, most cultural training is based on or built around "cultural engagements" or discrete interactions between the individual learner and one or more cultural "others". Often, success in the engagement is the end or the objective. In reality, these interactions usually involve secondary and tertiary effects with potentially wide ranging consequences. The concern is that learning culture within a strict engagement context might lead to "checklist" cultural thinking that will not empower learners to understand the full consequence of their actions. We propose the use of agent based modeling (ABM) to collect, store, and, simulating the effects of social networks, promulgate engagement effects over time, distance, and consequence. The ABM development allows for rapid modification to re-create any number of population types, extending the applicability of the model to any requirement for social modeling.

Drucker, Nick

Modern Warfare: An M and S Examination of the Dynamic Impact of Warlords and Insurgents on State Stability

9/11 changed the world as we knew it. Part of this change was to redirect the military of the United States away from focusing primarily on conventional conflict to a primary focus on unconventional or irregular conflict. This change required a tremendous learning effort by the military and their supporting research and development community. This learning effort included relearning of old but largely forgotten lessons as well as acquiring newly discovered knowledge. During the process of our immediate 9/11 response, we identified that we were engaged in Iraq and Afghanistan in an insurgency. Subsequently, our focus converged upon the description of insurgencies and the requirements for counterinsurgency. This paper argues that emerging conditions now allow the re-evaluation of the type of conflict occurring today and into the foreseeable future: that we, including the modeling and simulation world, emerge from a singular focus on orthodox insurgencies and start to consider the consequences and opportunities of the complexity of current conflicts. As an example of complexity, this paper will use the relatively common phenomenon of the Warlord or Warlordism. The paper will provide a definition of this phenomenon and then describe the implications for modelers. The paper will conclude by demonstrating the impact of incorporating this one rather prosaic complexity into an insurgency model, using agent based modeling (ABM).

Jones, Phillip N.

Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them

An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.

Jones, Phillip N.