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Culture, Models, and Games: Incorporating Warfare's Human Dimension
July/August 2008 (vol. 23 no. 4)
pp. 58-61
S.K. Numrich, Institute for Defense Analyses
Increasingly, modern conflict and military activity require soldiers to carry out their missions within foreign cultures in which the civilian populace rather than a battlefield becomes the focal point. So, from the commander to the soldier on the street, the warfighter must understand the society's values and the motivations of the groups within it. Gaming can help the military train soldiers for this new type of conflict.

1. D.G. Bates and E.M. Fratkin, Cultural Anthropology, 2nd ed., Prentice Hall, 1998, p. 7.
2. N. Chesser, ed., "Deterrence in the 21st Century: An Effects-Based Approach in an Interconnected World," vol. 2, tech. report, US Strategic Command Global Innovation and Strategy Center, Oct. 2007 (to request a copy, send an e-mail to nancy.chesser@js.pentagon.mil).

Index Terms:
human dimension, culture, warfare, gaming, tools, utility function, agent-based models, Bayesian inference, systems dynamics models
Citation:
S.K. Numrich, "Culture, Models, and Games: Incorporating Warfare's Human Dimension," IEEE Intelligent Systems, vol. 23, no. 4, pp. 58-61, July/Aug. 2008, doi:10.1109/MIS.2008.63
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