Simulating Peace Operations: New Digital Possibilities for Training and Public Education

Author:

Dorn A. Walter1ORCID,Dawson Peter F.2

Affiliation:

1. Department of Defence Studies, Royal Military College of Canada, Kingston, Canada

2. Canadian Armed Forces

Abstract

Background and Motivation. A plethora of warfighting games exist commercially, but there is a lack of digital games that deal with peace processes. Furthermore, none simulate actual peacekeeping. The United Nations currently deploys about 100,000 peacekeepers to some of the world’s most dangerous zones, where peacekeepers save lives, alleviate suffering, and help create conditions for peace. The United Nations and national militaries lack peacekeeping simulations to help train their soldiers. Additionally, the public needs to learn more about the way peacekeeping works. Thus, peacekeeping simulation and gaming are worth exploring, especially in the rapidly evolving digital space, which offers new avenues and benefits. Methods. We review the meager literature on the subject and observe that there are few digital games to directly draw from. We build on previous work that argued the need for such development, but we now assess important design principles and parameters. We draw upon peacekeeping tabletop exercises that are already well developed. Results. We conclude that excellent scenarios and simulation technologies exist that could be combined quite easily for effective peacekeeping training and public education. We find key materials and scenarios in exercises of the United Nations and of the Pearson Peacekeeping Centre. Highlighted areas for future digital design are the inclusion of non-military avatars, emphasis on soft skills development (especially empathy), and realistically complex links between actions and consequences. Conclusion. While describing some UN exploration at a proof-of-concept stage, we suggest that both the United Nations and the gaming industry should explore the idea further to achieve synergies between institutional and entertainment applications. The growing capacity of digital technology allows significant innovation, yielding results that could be useful, ethical, enjoyable, and potentially profitable.

Publisher

SAGE Publications

Subject

Computer Science Applications,General Social Sciences

Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Retos de la Educación para la Paz en la era digital;Revista Perspectivas;2024-01-01

2. Naval Wargame Prototyping: Multiplayer Real-Time Strategy Game Simulation Using Unreal Engine;2023 15th International Conference on Information Technology and Electrical Engineering (ICITEE);2023-10-26

3. Start with the Human, Technology Comes Later: Values for the Digital Transformation of Peacekeeping;Interacting with Computers;2021-07

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