Description

Book Synopsis
A first-of-its-kind theoretical overview and practical guide to wargame design Government, industry, and academia need better tools to explore threats, opportunities, and human interactions in cyberspace. The interactive exercises called cyber wargames are a powerful way to solve complex problems in a digital environment that involves both cooperation and conflict. Cyber Wargaming is the first book to provide both the theories and practical examples needed to successfully build, play, and learn from these interactive exercises. The contributors to this book explain what cyber wargames are, how they work, and why they offer insights that other methods cannot match. The lessons learned are not merely artifacts of these games—they also shed light on how people interpret and interact with cyberspace in real life. This book covers topics such as cyber action during conventional war, information effects in conflict scenarios, individual versus group decision-making, the intersection of cyber conflicts and nuclear crises, business resilience, emerging technologies, and more. Cyber Wargaming will be a vital resource for readers interested in security studies and wargame design in higher education, the military, and the private sector.

Table of Contents
Acknowledgments 1 Shall We Play a Game? Fundamentals of Cyber WargamingFrank L. Smith III, Nina A. Kollars, and Benjamin H. Schechter Part I: Research Games2 Cyber Wargames as Synthetic DataAndrew Reddie, Ruby Booth, Bethany Goldblum, Kiran Lakkaraju, and Jason C. Reinhardt3 Wargames Research on Cyber and Nuclear Crisis Dynamics Benjamin H. Schechter, Jacquelyn Schneider, and Rachael Shaffer4 Wargaming International and Domestic Crises: Island Intercept and NetwarDavid E. Banks and Benjamin M. Jensen5 Imperfect Information in Conventional WargamingChris Dougherty and Ed McGrady6 Adding Time to the Cyber Kill Chain: The "Merlin" Tool for WargamingPaul Schmitt, Catherine Lea, Jeremy Sepinsky, Justin Peachy, and Steve Karppi7 Games within Games: Cognition, Social Groups, and Critical InfrastructureRachael Shaffer Part II: Educational Games8 Playful Learning about CybersecurityAndreas Haggman9 The Cyber 9/12 Strategy Challenge: Feedback Loops for Student SuccessSafa Shahwan Edwards and Frank L. Smith III10 The Evolution of the North American Electric Reliability Corporation's Grid Security ExerciseMatthew Duncan11 Breaching the C-Suite: Cyber Wargaming in the Private SectorMaxim Kovalsky, Benjamin H. Schechter, and Luis R. Carvajal-Kim12 Develop the Dream: Prototyping a Virtual Cyber WargameChris C. Demchak and David H. Johnson13 Breathing Life into Military Doctrine through Cyber GameplayBenjamin C. Leitzel14 Matrix Game Methodologies for Strategic Cyber and Information WarfareHyong Lee and James DeMuth Part III: Conclusion15 Balancing Zealots and Skeptics About Emerging Technology: A Wargaming Blueprint for InnovationNina A. Kollars and Benjamin H. Schechter Index Contributors

Cyber Wargaming: Research and Education for

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A Paperback / softback by Frank L. Smith, Nina A. Kollars, Benjamin H. Schechter

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    View other formats and editions of Cyber Wargaming: Research and Education for by Frank L. Smith

    Publisher: Georgetown University Press
    Publication Date: 02/01/2024
    ISBN13: 9781647123956, 978-1647123956
    ISBN10: 164712395X

    Description

    Book Synopsis
    A first-of-its-kind theoretical overview and practical guide to wargame design Government, industry, and academia need better tools to explore threats, opportunities, and human interactions in cyberspace. The interactive exercises called cyber wargames are a powerful way to solve complex problems in a digital environment that involves both cooperation and conflict. Cyber Wargaming is the first book to provide both the theories and practical examples needed to successfully build, play, and learn from these interactive exercises. The contributors to this book explain what cyber wargames are, how they work, and why they offer insights that other methods cannot match. The lessons learned are not merely artifacts of these games—they also shed light on how people interpret and interact with cyberspace in real life. This book covers topics such as cyber action during conventional war, information effects in conflict scenarios, individual versus group decision-making, the intersection of cyber conflicts and nuclear crises, business resilience, emerging technologies, and more. Cyber Wargaming will be a vital resource for readers interested in security studies and wargame design in higher education, the military, and the private sector.

    Table of Contents
    Acknowledgments 1 Shall We Play a Game? Fundamentals of Cyber WargamingFrank L. Smith III, Nina A. Kollars, and Benjamin H. Schechter Part I: Research Games2 Cyber Wargames as Synthetic DataAndrew Reddie, Ruby Booth, Bethany Goldblum, Kiran Lakkaraju, and Jason C. Reinhardt3 Wargames Research on Cyber and Nuclear Crisis Dynamics Benjamin H. Schechter, Jacquelyn Schneider, and Rachael Shaffer4 Wargaming International and Domestic Crises: Island Intercept and NetwarDavid E. Banks and Benjamin M. Jensen5 Imperfect Information in Conventional WargamingChris Dougherty and Ed McGrady6 Adding Time to the Cyber Kill Chain: The "Merlin" Tool for WargamingPaul Schmitt, Catherine Lea, Jeremy Sepinsky, Justin Peachy, and Steve Karppi7 Games within Games: Cognition, Social Groups, and Critical InfrastructureRachael Shaffer Part II: Educational Games8 Playful Learning about CybersecurityAndreas Haggman9 The Cyber 9/12 Strategy Challenge: Feedback Loops for Student SuccessSafa Shahwan Edwards and Frank L. Smith III10 The Evolution of the North American Electric Reliability Corporation's Grid Security ExerciseMatthew Duncan11 Breaching the C-Suite: Cyber Wargaming in the Private SectorMaxim Kovalsky, Benjamin H. Schechter, and Luis R. Carvajal-Kim12 Develop the Dream: Prototyping a Virtual Cyber WargameChris C. Demchak and David H. Johnson13 Breathing Life into Military Doctrine through Cyber GameplayBenjamin C. Leitzel14 Matrix Game Methodologies for Strategic Cyber and Information WarfareHyong Lee and James DeMuth Part III: Conclusion15 Balancing Zealots and Skeptics About Emerging Technology: A Wargaming Blueprint for InnovationNina A. Kollars and Benjamin H. Schechter Index Contributors

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