NATO Science presents: Training by gaming
The Gamification of Cyber Defence/Resilience project has been ongoing since 2017. What are the biggest lessons learned or advancements in the project since it began?
The team initially aimed to gather a catalogue of cyber security-related “serious games” (that is, games whose main purpose is more than just entertainment) as well as to develop one or more prototype games. However, initial research showed that cyber warfare did not exist as a separate entity from other domains of war. In addition, events occurring during the start of the research showed that there was a significant shift towards multi-domain concepts. Whereas joint meant collaboration and synchronisation, multi-domain meant integration of combinations. The research group decided to adapt its research accordingly and moved to develop a serious game smart acquisition & development guide as well as switched its efforts to design and validate a wargame for multi-domain operations.