Naval War College Review Volume 54 Article 6 Number 2 Spring 2001 War Gaming in the Information Age—Theory and Purpose Paul Bracken Martin Shubik Follow this and additional works at: https://digital-commons.usnwc.edu/nwc-review Recommended Citation Bracken, Paul and Shubik, Martin (2001) "War Gaming in the Information Age—Theory and Purpose," Naval War College Review: Vol. 54 : No. 2 , Article 6. Available at: https://digital-commons.usnwc.edu/nwc-review/vol54/iss2/6 This Article is brought to you for free and open access by the Journals at U.S. Naval War College Digital Commons. It has been accepted for inclusion in Naval War College Review by an authorized editor of U.S. Naval War College Digital Commons. For more information, please contact
[email protected]. Bracken and Shubik: War Gaming in the Information Age—Theory and Purpose WAR GAMING IN THE INFORMATION AGE Theory and Purpose Paul Bracken and Martin Shubik ver twenty years ago, a study was carried out under the sponsorship of the ODefense Advanced Research Projects Agency and in collaboration with the General Accounting Office to survey and critique the models, simulations, and war games then in use by the Department of Defense.1 From some points of view, twenty years ago means ancient history; changes in communication tech- nology and computers since then can be measured Paul Bracken, professor of management and of political science at Yale University, specializes in national security only in terms of orders of magnitudes. The new world and management issues. He is the author of Command of the networked battlefield, super-accurate weapons, and Control of Nuclear Forces (1983) and of Fire in the and the information technology (IT) revolution, with its East: The Rise of Asian Military Power and the Second Nuclear Age (HarperCollins, 1999).