Description |
1 online resource (239 p.) |
Contents |
Cover -- Other Titles of Interest from Georgetown University Press -- Title page -- Copyright page -- Contents -- Illustrations -- Acknowledgments -- 1 Shall We Play a Game? Fundamentals of Cyber Wargaming -- Part I: Research Games -- 2 Cyber Wargames as Synthetic Data -- 3 Wargame Research on Cyber and Nuclear Crisis Dynamics -- 4 Wargaming International and Domestic Crises: Island Intercept and Netwar -- 5 Imperfect Information in Conventional Wargaming -- 6 Adding Time to the Cyber Kill Chain: The "Merlin" Tool for Wargaming |
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7 Games within Games: Cognition, Social Groups, and Critical Infrastructure -- Part II: Educational Games -- 8 Playful Learning about Cybersecurity -- 9 The Cyber 9/12 Strategy Challenge: Feedback Loops for Student Success -- 10 The Evolution of the North American Electric Reliability Corporation's Grid Security Exercise -- 11 Breaching the C-Suite: Cyber Wargaming in the Private Sector -- 12 Develop the Dream: Prototyping a Virtual Cyber Wargame -- 13 Breathing Life into Military Doctrine through Cyber Gameplay -- 14 Matrix Game Methodologies for Strategic Cyber and Information Warfare |
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Part III: Conclusion -- 15 Balancing Zealots and Skeptics About Emerging Technology: A Wargaming Blueprint for Innovation -- Index -- Contributors |
Notes |
Description based upon print version of record |
Subject |
War video games.
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Strategy.
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Cyberspace operations (Military science) -- Computer simulation
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Strategy
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War video games
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Form |
Electronic book
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Author |
Kollars, Nina A
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Schechter, Benjamin H
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Reddie, Andrew W
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Booth, Ruby E
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Goldblum, Bethany L
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Lakkaraju, Kiran
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Reinhardt, Jason C
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Schneider, Jacquelyn
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Shaffer, Rachael
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ISBN |
9781647123963 |
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1647123968 |
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