EconPapers    
Economics at your fingertips  
 

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

A. Walter Dorn and Peter F. Dawson

Simulation & Gaming, 2021, vol. 52, issue 2, 226-242

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.

Keywords: digital games; peace simulation; empathy; peacekeeping; training (search for similar items in EconPapers)
Date: 2021
References: View references in EconPapers View complete reference list from CitEc
Citations:

Downloads: (external link)
https://journals.sagepub.com/doi/10.1177/1046878120968605 (text/html)

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:52:y:2021:i:2:p:226-242

DOI: 10.1177/1046878120968605

Access Statistics for this article

More articles in Simulation & Gaming
Bibliographic data for series maintained by SAGE Publications ().

 
Page updated 2025-03-19
Handle: RePEc:sae:simgam:v:52:y:2021:i:2:p:226-242