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September 25, 2001 |
Key Drivers forC2
Performance: Data
Mining SCUDHunt Experiment
Data Data Dictionary |
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The Information Superiority JWCA Task Force, in conjunction with US Joint Forces Command, are developing an operational concept, operational architecture, and implementation roadmap for JTF C2 to enable the JROC to shape the future Joint C2 Joint Mission Area (JMA) and to realize the full potential of JV2020 warfighting capabilities. In support of this effort, the Joint C4ISR Decision Support Center is working to define the conditions that affect C2 performance and to develop distinct, divergent alternatives for future C2 concepts. To do this, the Task Force must identify and understand the key C2 drivers and corresponding metrics.
Measuring C2’s effectiveness and its relationship to battlefield success, shared situational awareness, and decision-making is a challenging problem. In the past, most of this analysis has been subjective and has not taken a rigorous statistical approach. Under a task funded by the Defense Advanced Research Projects Agency (DARPA), ThoughtLink, Inc., together with the Center for Naval Analyses (CNA), conducted an experiment that measured the effect of different modes of communication and visualization on a distributed team's shared situational awareness (SSA). These variables in C2 were analyzed and measured with data collected from distributed teams playing an on-line game, SCUDHunt.
The SCUDHunt experiment collected a vast amount of data; further analysis of this data provides insights and associations in a number of C2 variables including factors contributing to the quality and timeliness of decisions. To this end, ThoughtLink is supporting OSD’s Joint C4ISR Decision Support Center (DSC) – mining the existing SCUDHunt experiment data to identify these C2 factors.
This document outlines the data dictionary for DSC’s project, providing an organized listing of all the data elements that are pertinent to the analysis, with detailed definitions to provide a common understanding. The first section provides definitions (for instance the calculation used for SSA and the different information assets). The following section describes each of the data elements contained in the Microsoft Access database and Microsoft Excel files. The Access database is data generated from the on-line, distributed game and the Excel files were generated by hand from participant questionnaires.
In 2000,
ThoughtLink, together with CNA, conducted an experiment that measured the
effect of different modes of communication and visualization on a distributed
team's SSA. The study was done for DARPA’s Wargaming the Asymmetric Environment
(WAE) program.
The
approach we took was to develop an experiment in which teams would play an
online game. The game we developed, SCUDHunt, was designed with the following
factors in mind:
1. Team
members had to share information to do well
2. Their
decisions could be directly and easily recorded
3. The
measure of their decisions would describe the degree of shared situational
awareness of the team.
The
experiment included 6 teams composed of 4 people on each team. Each team played
6 different versions of the game - each version used a different combination of
communication and visualization tools. The results of this study showed that
communication and visualization play an important role in how distributed teams
build their shared situational awareness. It also exposed some interesting
facets associated with distributed teams, their processes, and social dynamics
and relationships.
In addition to these
findings, the experiment showed that the use of simple games, designed to
target specific experiment goals, is a promising technique for continued
research in this rich and complex field. Further studies in this area will
contribute to our understanding of what helps and hinders distributed teams'
SSA; what parameters we can, and should, measure; how to measure the effect of
those parameters; and how to apply lessons learned to larger more complex
situations (e.g., Coalition Operations) and to less understood adversaries
(e.g., Asymmetric Warfare).
SCUDHunt
is a simple, short, abstract game of command, control, communications,
intelligence, surveillance and reconnaissance (C3ISR) played by a team of 4
players. The game requires group decision-making and allocation of scarce
resources under conditions of time pressure and uncertainty.
The goal
of the game is for team members to correctly determine where three Scud
launchers are located, on a 5 by 5 grid.
The grid represents the fictional country of Korona. Korona is divided into 25 grid squares
identified by columns numbered from 1 to 5 and rows lettered
from A to E. Row E is the coastline of the
Each team
member controls a different sensor, and team members must share their sensor
results in order to identify the launcher locations. In each turn, team members
decide, typically in a collaborative process, where to locate each sensor. The
results for a sensor are returned to the team member controlling it. Results
include: X - launcher found; O - no launcher in the square; ?
- not sure. Some sensors can also be killed or
temporarily disabled on a turn.
At the end
of each turn, based on the search results to date, each team member nominates
at least three grid squares in which the launchers might be located. The
overlap among the nominations reflects the team's shared situational awareness.
If there is no overlap, every team member will vote for a different set of grid
squares. If there is complete shared situational awareness, each member will
vote for the same set of grid squares.
We
measured SSA as: the total number of nominated squares divided by the number of
unique grid squares nominated. Team SSA scores vary from 1 to the number of
team members. As an example, given 4 team members each of whom nominates three
squares, if there is minimal SSA, each member will nominate different sets of
squares. Then the total number of nominated squares is 12 (4 members x 3
squares/member) and the number of unique grid squares is also 12 (there is no
overlap), and the team's SSA score is 1. If the same team has complete SSA and
each member votes for the same set of grid squares, then their team score will
be 4: 12 squares nominated overall divided by 3 unique nominations.
Two
important properties of this measurement of SSA are 1) it directly measures SSA
and 2) it does so in the natural context of the game, thus it does not depend
on the person's subjective assessment or description of their mental model.
More
information on SCUDHunt is available at http://www.scudhunt.com.

Figure 1. Sample SCUDHunt Game Board, with COMINT position on left and shared visualization on right, displaying results returned from all sensor assets.
The
experiment was designed to evaluate the effects of different modes of
communications and visualization on a distributed team's ability to develop
shared situational awareness.
The 3
communications modes were:
The 2
visualization modes were:
We used a
There were
four players on each team, so we recruited 24 players altogether for the
experiment. During game play, the players were distributed, playing over the
Internet from different physical locations. In two of the six teams, players
knew each other beforehand; on the other four teams, players did not know each
other before the experiment began.
Data
collected in the experiment included:
We used
standard analysis of variance techniques to determine whether the SSA results
showed statistically significant differences:
The full
results are available in the report "Gaming and
Shared Situation Awareness" ; in a simplified form, the results of our
hypothesis tests are:
The least
anticipated result was that the mode of communications, text chat or voice
teleconference, was not associated with statistically significant differences
in team shared situational awareness. We had thought that, because voice
communications are richer in contextual information, games with teleconferences
would have higher SSA results than games with text chat. This was not the case.
At least
two and normally three project members observed each of the 24 games and we
collected some interesting observations about game play. These are discussed
further in the final report “Gaming and Shared
Situation Awareness”.
Related
Publications
This section provides some definitions, including our definition of shared situational awareness (as used in our original experiment for DARPA). It also defines the information assets used in the SCUDHunt game. The Asset briefs provided to the players and the probability tables (used by the game to generate the results) are provided as Appendixes to this document.
SCUDHunt was originally designed to measure and assess Shared Situational Awareness (SSA) in distributed teams. It specifically looked at the effect of using different modes of communication (text chat, teleconferencing, and no communications) and the effect of having a shared visualization environment or no shared visualization environment.
The method used for computing SSA in the game is described below:
As our primary data for analysis, we collect
the situational awareness of each individual team member's (defined as their
mental model of the location of the SCUDs) by asking the team members to
provide individual recommended target locations (strike plans). At the
conclusion of each turn, we ask them to submit the fewest number of possible
squares that they believe might contain a valid target. We then compare these individual lists and
calculate a measure of overlap. This calculation is the ratio of the total
number of target squares designated by the players in the team, divided by the
total number of distinct squares designated. For example, if each of the 4 players
designates 3 squares as their recommended targets, the total number of squares
is 12.
Suppose those players choose the following
target squares:
Player 1: A1, A2, A3
Player 2: A1, B1, B3
Player 3: A1, B2, B5
Player 4: A1, A3, B4.
Of the total of 12 squares, 8 of them are unique (for example, square A1 is counted only once even though it appears on all four target lists.) This team's score for that turn would thus be 12/8 = 1.5. Using this measure, perfect shared situational awareness would equal the number of players, or 4 for the example shown above. The poorest score would have no shared targets and so there would be as many unique squares as there are total target squares. The resulting score would be 1. Thus, our measure of shared situational awareness will range between 1 and 4, the number of players on each team in the SCUDHunt experiment.
This section provides descriptions of the various information assets and player roles in SCUDHunt. These are specific data values used in the Microsoft Access database and in the Excel files are described in the following section of this report.
There are 9 tables in the Access database and 5 Excel files. See Section 5.0 for a listing of the Access tables and their fields, and the Excel files and their fields.
There are seven assets in the game, controlled by four players. See table below for a mapping of player roles to assets.
|
Player Role |
Asset(s) Controlled |
|
Air Asset Manager |
Manned AC, UAV |
|
Intel Manager |
COMINT, HUMINT |
|
Space Manager |
Satellite |
|
Spec Ops Manager |
Navy Seals, Joint Spec Ops Team |
The various information assets and player roles are described below.
|
Name: |
AIR ASSET MANAGER |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Game Players Table; Roles Table |
|
Description: |
One of the 4 game roles. This player controls the two air assets: the Manned Aircraft and UAV. This combines functions of JFACC, DARO, CINC J-2, etc. |
|
Name: |
COMINT |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Assets Table; Turn Results Table |
|
Description: |
One
of the 7 information assets. Intelligence asset controlled by the
Intelligence Manager. Searches any
grid square. Detects vehicles with fair (.5) reliability. In the game, COMINT
represents focused attention by skilled analysts, rather than any specific
collection platform or capability. |
|
Name: |
HUMINT |
|
Aliases: |
The Spy |
|
Where used: |
MS Access DB: Assets Table; Turn Results Table |
|
Description: |
One
of the 7 information assets. Intelligence asset controlled by the
Intelligence Manager. Searches any
grid square with high (.8) detection reliability. The agent has limited
mobility, after initial placement in grid C3 he may either remain in the same
square or move to any adjacent grid square. If the agent moves he cannot
report in the same turn (the program displays an “S” for “silent.”) Each turn
the agent is on the board there is a 10% chance he will be caught and
detained. This risk rises to 20% in grid squares containing a target. If the
spy is killed he is not available for the rest of the game. |
|
Name: |
INTEL MANAGER |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Game Players Table; Roles Table |
|
Description: |
One of the 4 game positions. This player controls COMINT and HUMINT assets (roughly equivalent to DCI, DIA and DIRNSA) |
|
Name: |
JOINT SPEC OPS |
|
Aliases: |
Special Ops |
|
Where used: |
MS Access DB: Assets Table; Turn Results Table |
|
Description: |
One
of the 7 information assets. Intelligence asset controlled by the SpecOps
Manager. May be inserted to search any
grid square with high (.9) detection reliability. Can move to any adjacent
grid square after initial placement. Each turn that a Spec Ops team is in
play, there is a 10% chance the team will be compromised, and forced to
perform an emergency extraction. If extracted, the team will be unavailable
for 1 day to rest and refit. In grid squares containing a target there is a
20% chance of forced extraction. |
|
Name: |
MANNED AIRCRAFT |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Assets Table; Turn Results Table |
|
Description: |
One of the 7 information assets. The
Air Asset Manager controls this asset.
The aircraft may only fly along board edges (Rows A and E, Columns 1
and 5) outside Koronan airspace; either over water or over notional friendly
countries bordering Korona. It searches with high (.8) detection reliability.
The manned aircraft must “rest” one turn between flights due to crew fatigue
and maintenance requirements. Korona
may not intercept or engage the manned aircraft. Although the Manned Aircraft is represented
by a U-2 icon, it abstracts capabilities of U-2, EP-3, Rivet Joint, J-STARS,
ARL, and other platforms. |
|
Name: |
NAVY SEALS |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Assets Table; Turn Results Table |
|
Description: |
One
of the 7 information assets, it is controlled by the SpecOps Manager. May be inserted to search any grid square
with high (.9) detection reliability. Must start insertion along coastal grid
squares. Can move to any adjacent grid
square after initial placement. Each turn that a Spec Ops team is in play,
there is a 10% chance the team will be compromised, and forced to perform an
emergency extraction. If extracted, the team will be unavailable for 1 day to
rest and refit. In grid squares containing a target there is a 20% chance of
forced extraction. |
|
Name: |
SATELLITE |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Assets Table; Turn Results Table |
|
Description: |
One
of the 7 information assets, it is controlled by the Space Manager. The satellite searches one entire column
each turn. It has a good (.7) probability of detecting the presence of
vehicles. |
|
Name: |
SPACE MANAGER |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Game Players Table; Roles Table |
|
Description: |
One of the 4 game positions. This player controls the reconnaissance satellite (in the real world this is a committee). |
|
Name: |
SPEC OPS MANAGER |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Game Players Table; Roles Table |
|
Description: |
One of the 4 game positions in
SCUDHunt. This player controls Special Operations teams including the Navy
Seals and the Joint SpecOps team. This asset is roughly equivalent to Unified
Command SOC commander, under NCA tasking approval constraints.
|
|
Name: |
UAV |
|
Aliases: |
Unmanned air vehicle |
|
Where used: |
MS Access DB: Assets Table; Turn Results Table |
|
Description: |
One
of the 7 information assets, it is controlled by the Space Manager. The UAV may enter Koronan airspace to
search any five contiguous grid squares (column, row, diagonal or
combination). There is a 10% chance that the UAV can positively identify a
target; this represents an unusually favorable conjunction of lighting, view
angle and flaws in enemy concealment and deception. For each grid square it
enters, there is a 10% chance that a UAV will crash or be shot down, which
aborts any further search on that turn.
In grid squares that contain a target, or over the city of Koronabad
(C3) this probability is increased to 20%.
A lost UAV will be replaced automatically on the next turn. |
The SCUDHunt game was originally developed to support research for DARPA. The experiment required a great deal of data to be collected. Some of this data was automatically generated by the on-line game and stored in a Microsoft Access database. Additional data was collected in the form of participant questionnaires and subjective observations recorded by the executors of the experiment. The questionnaires are provided as Appendixes to this document. Each team played two games using telephone as the communication and these conversations were recorded. Parts of the conversations were transcribed and stored in a Microsoft Excel file. The following sections describe the data elements in the Microsoft Access database and the various Microsoft Excel files that have been created.
The data elements
defined here are a combination of the Microsoft Access database and the various
Microsoft Excel files generated for this data mining experiment.
|
Name: |
ACCURACY OF RESULTS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
For each turn, this measures the degree to which a player shared correct information, with the other team members, about the results returned by their information asset(s). |
|
Values: |
Since different assets search different numbers of squares (ranging from 1 to 5) each turn and players have one or two assets, the number of search results returned to a player might be as low as 2 or as high as 10. This percentage is computed by dividing the number of search results a player accurately shared with team mates by the total number of search results shared (which might be less than the total number returned – see COMPLETENESS OF RESULTS for an associated measure). Accuracy is computed on a per player/per game/per turn basis. |
|
Name: |
AGE |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The player’s age (in years). |
|
Values: |
2 digit number. Valid ranges for this experiment include: 13-59. |
|
Name: |
AGGREGATE |
|
Aliases: |
Visualization Type (Shared or No Vis) |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
Designates the type of visualization used in a game. |
|
Values: |
There are two values: check mark = shared visualization; no check mark (null) = no shared visualization. |
|
Name: |
AGREEMENT? |
|
Aliases: |
Team Agreement |
|
Where used: |
MS Excel Files: Team Data – PostGameQ-ByGame Worksheet |
|
Description: |
Subjective score assigned by team members on the extent that the participant and the others agreed. |
|
Values: |
Used a scale of 1- 5 (1=None/Very Little and 5=A Lot/Very Much) |
|
Name: |
ASSET ID |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Assets Table; Turn Results Table MS Excel Files: Players |
|
Description: |
The ID associated with the various information assets except in the Turn Results table, where the name is used. |
|
Values: |
A value of 1-7; Each Asset ID corresponds to a different information asset. Asset 1 = Satellite; Asset 2 = Manned Aircraft; Asset 3 = UAV; Asset 4 = Navy Seals; Asset 5 = Joint Spec Ops; Asset 6 = COMINT; Asset 7 = HUMINT |
|
Name: |
ASSET NAME |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Assets Table |
|
Description: |
The names associated with the 7 different information assets. |
|
Values: |
Asset values include: Satellite; Manned Aircraft; UAV (unmanned air vehicle); Navy Seals; Joint Spec Ops (joint special operations); COMINT (communication intelligence); HUMINT (human intelligence) |
|
Name: |
ASSET PLCMENT COMPLIANCE |
|
Aliases: |
Asset placement compliance |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player complies by placing their asset(s) where other players have instructed them. |
|
Values: |
Possible values are: 0 (did not comply for any asset),1 (complied with one asset) or 2 (complied for both assets, where applicable). |
|
Name: |
ASSET PLCMENT COMPLIANCE COMMENT |
|
Aliases: |
Asset placement compliance comment |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment that shows compliance with other players in regards to their asset placement. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
ASSET PLCMENT W/O NEGOTIATION |
|
Aliases: |
Asset placement without negotiation |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player played their asset(s) without negotiating. |
|
Values: |
A whole number. |
|
Name: |
ASSET PLCMENT W/O NEGOTIATION COMMENT |
|
Aliases: |
Asset placement without negotiation comment |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment that shows no negotiation of where to place an asset. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
ASSET PLCMENT W/NEGOTIATION |
|
Aliases: |
Asset placement with negotiation |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player negotiated with other players on where he/she should place his/her asset(s). |
|
Values: |
A whole number. |
|
Name: |
ASSET PLCMENT W/NEGOTIATION COMMENT |
|
Aliases: |
Asset placement with negotiation |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment that shows negotiation of where to place an asset. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
CHANGE OF LEADER OVER TIME? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring if there was a change in leaders over the session of games. |
|
Values: |
Free text. Mostly yes or no, but occasionally players included comments. |
|
Name: |
CITY |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The city where the players live. |
|
Values: |
Free text. |
|
Name: |
COL |
|
Aliases: |
Column |
|
Where used: |
MS Access DB: Turn Results Table; Strike Turns Table |
|
Description: |
On the Turn Results Table, this represents the column on the SCUDHunt game board where assets have returned results. It is paired with a game board Row and is associated with an information assets finding per game/per turn. On the Strike Turns Table, this represents the column on the SCUDHunt game board where a player has placed a strike on a per game/per turn. |
|
Values: |
There are 5 columns. Values are: 1,2,3,4, or 5. |
|
Name: |
COMM |
|
Aliases: |
Mode of Communication |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Describes the mode of communication used in a particular game. |
|
Values: |
Values are No (for no communication), text chat, and voice. |
|
Name: |
COMM ABILITY? |
|
Aliases: |
Communication Ability |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Subjective score assigned by each player on how well they were able to communicate with their teammates for each game. |
|
Values: |
Used a scale of 1- 5 (1=Poor and 5=Excellent) |
|
Name: |
COMPLETENESS OF RESULTS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
For each turn, the percentage of search results that a player shared with their team mates. |
|
Values: |
Since different assets search different numbers of squares (ranging from 1 to 5) each turn and players have one or two assets, the number of search results returned to a player might be as low as 2 or as high as 10. This percentage is computed by dividing the number of search results a player shared with team mates by the total number of search results returned from all of their assets. This is computed on a per player/per game/per turn basis. |
|
Name: |
COMPUTER EXPERIENCE |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A player’s self-assessment of how much computer experience they have. Values were: Low: Seldom use computers; Moderate: Use computers often and are comfortable with them; High: Use computers a lot and feel very confident about your abilities |
|
Values: |
Values include: low, seldom, and high. |
|
Name: |
CONTROL INSTRUCTIONS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice from control providing game instructions to the players. |
|
Values: |
Either the actual text typed by control or an observer, or a transcription of their voice comment. |
|
Name: |
COUNTRY |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The country where the players live. |
|
Values: |
Free text. |
|
Name: |
DATE PLAYED |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
The starting date and time for each game |
|
Values: |
The format is M/DD/YY h:mm:ss PM or AM. For the purposes of this experiment, valid date ranges fell between 09/24/00 – 10/16/00. |
|
Name: |
DATE Q COMPLETED |
|
Aliases: |
Date Questionnaire Completed |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
The date players completed their Post Game Questionnaire |
|
Values: |
The format is MM/DD/YY. For the purposes of this experiment, valid date ranges fell between 09/28/00 – 11/08/00. |
|
Name: |
DESCR OF WORKING DISTR |
|
Aliases: |
Description of working as a member of a distributed team within their own organization |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The player’s description of their experience working as a member of a distributed team within their own organization. |
|
Values: |
Free text |
|
Name: |
DESCR OF WORKING DISTR OUTSIDE ORG |
|
Aliases: |
Description of working as a member of a distributed team outside their own organization |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The player’s description of their experience working as a member of a distributed team outside their own organization. |
|
Values: |
Free text |
|
Name: |
DIRECTING OTHERS ASSET PLCMENT |
|
Aliases: |
Directing others asset placement |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player directs another player’s asset placement. |
|
Values: |
A whole number. |
|
Name: |
DIRECTING OTHERS ASSET PLCMENT COMMENT |
|
Aliases: |
Directing others asset comment |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment directing another player’s asset placement. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
DIRECTING OTHERS STRIKE PLAN |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player directs another player’s strike plan. |
|
Values: |
A whole number. |
|
Name: |
DIRECTING OTHERS STRIKE PLAN COMMENT |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment directing another player’s strike plan. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
DIRECTIVE RE: GAME PROCESS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player directs players to change the way (the process) of how they are playing the game. |
|
Values: |
A whole number. |
|
Name: |
DIRECTIVE RE: GAME PROCESS COMMENT |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment directing another player or players in a process for playing the game. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
EASIEST GAME? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring what the easiest game was during a particular session. |
|
Values: |
Free text. Usually the Game’s number – but occasionally the type of game (e.g., Voice and visual). |
|
Name: |
|
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The player’s work or home e-mail address. |
|
Values: |
Text or numbers representing a player’s e-mail. (user name@domain name) |
|
Name: |
EMAIL EVER USED? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player has ever used e-mail. |
|
Values: |
Yes, No. All values in the experiment data were Yes. |
|
Name: |
EMAIL FREQ? |
|
Aliases: |
Email frequency |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asking how often a player uses email. Values were: Often: Weekly or more; Frequently: Monthly or more; Rarely: Yearly or less. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
EQUALS? |
|
Aliases: |
Team equality |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Subjective score assigned by each player on the extent that they and the other team members were equals. |
|
Values: |
Used a scale of 1- 5 (1=None/Very Little and 5=A Lot/Very Much) |
|
Name: |
FREQ OF GAME PLAY? |
|
Aliases: |
Frequency of computer game play |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine the frequency of player’s computer game play. Values were: Often: Weekly or more; Frequently: Monthly or more; Rarely: Yearly or less. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
FUN? |
|
Aliases: |
Was the game fun? |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Subjective score assigned by each player on how fun a particular game was. |
|
Values: |
Used a scale of 1- 5 (1=Not Fun At All and 5=Very Much Fun) |
|
Name: |
GAME COMMENTS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Free text elaborating on overall comments for a particular game. |
|
Values: |
Any text typed by the participants. |
|
Name: |
GAME ID |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Game Players Table; Games Table; Strike Turns Table; Text Chat Table; Turn Results Table MS Excel Files: Team Data– PostGameQ-ByGame Worksheet; SSA Details; Text Chat-Voice; |
|
Description: |
Numeric game identifier. The Game ID is automatically and sequentially generated after the creation of each game. |
|
Values: |
Any whole number. For the purposes of this experiment, Game IDs ranged from 65 to 119. |
|
Name: |
HARDEST GAME? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring what the hardest game was during a particular session. |
|
Values: |
Free text. Usually the Game’s number – but occasionally the type of game (e.g., no communication). |
|
Name: |
HIGHEST EDU |
|
Aliases: |
Highest education completed |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The highest level of education a player has completed. |
|
Values: |
Values include: Jr. High, High school, bachelors, masters, and doctorate. |
|
Name: |
HOME # |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The player’s home telephone number. |
|
Values: |
10 digit number in the following format: 222-222-2222. |
|
Name: |
IF LAUNCHER CONSENSUS – TENSION? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
A subjective question for each game where participants are asked if their team tried to come to consensus, was there tension between them and the other team members. |
|
Values: |
Used a scale of 1- 5 (1=None/Very Little and 5=A Lot/Very Much) |
|
Name: |
IF LEADER WHO? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring who on the team (if anyone) was the leader |
|
Values: |
One or more of the player’s names written in free text. Some people also included comments in this field. |
|
Name: |
KNEW PLAYERS? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring if the player knew any of the other players on their team. |
|
Values: |
Do not know them, slightly, well, and very well |
|
Name: |
LAUNCHER CONSENSUS COMMENTS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Free text elaborating on the question associated with whether their team tried to come to consensus on launcher locations. |
|
Values: |
Any text typed by the participants. |
|
Name: |
LAUNCHER CONSENSUS? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
A subjective question for each game where participants are asked if their team tried to come to consensus on decisions on launcher locations. |
|
Values: |
Valid values are Yes or No |
|
Name: |
LEADER COMMENTS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Leader Data |
|
Description: |
Free text elaborating on the question associated with whether there was a leader during a particular session of games. |
|
Values: |
Any text typed by the participants. |
|
Name: |
LEADER TODAY? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring if there was a leader of the session games. |
|
Values: |
Free text. Most players answered yes or no. |
|
Name: |
LIKE PLAYING GAMES? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player likes playing games. |
|
Values: |
Yes, No. |
|
Name: |
LIST OF MIL ORG |
|
Aliases: |
Military/Defense experience |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A list of a player’s military organization and/or service. |
|
Values: |
Free text. |
|
Name: |
MB TYPE |
|
Aliases: |
Myers-Briggs Personality Type Indicator (MBTI) |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The player’s Myers-Briggs Personality Type (if known). |
|
Values: |
Four characters representing the 16 different MBTI personality types. These include: ISTJ, ISFJ, INFJ, INTJ, ISTP, ISFP, INFP, INTP, ESTP, ESFP, ENFP, ENTP, ESTJ, ESFJ, ENFJ, ENTJ. |
|
Name: |
MESSAGE |
|
Aliases: |
Text Chat Messages |
|
Where used: |
MS Access DB: Text Chat Table |
|
Description: |
The actual text typed in the text chat window during a game where the text chat option was the games mode of communication. Each entry in this table is linked to a particular player and a particular sequence. |
|
Values: |
Any free text typed by a player. |
|
Name: |
MIL/DEF EXPERIENCE |
|
Aliases: |
Military/Defense experience |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question to determine if a player has military/defense experience. |
|
Values: |
Yes, No. |
|
Name: |
MULTI-PLAYER WEB GAMES BEFORE? |
|
Aliases: |
Played computer games before |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player has played multi-player, web-based games before. |
|
Values: |
Yes, No. |
|
Name: |
MULTI-PL WEB GAME FREQ? |
|
Aliases: |
Multi-player web-based game play frequency |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine the frequency of a player’s multi-player, web-based game play. Values were: Often: Weekly or more; Frequently: Monthly or more; Rarely: Yearly or less. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
NON-GAME COMMENTS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player makes a non-game related comment. |
|
Values: |
A whole number. |
|
Name: |
NON-GAME COMMENTS COMMENT |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment that shows a player’s comment not related to the play of the game. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
NUM TURNS |
|
Aliases: |
None |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
A number that is associated with each SCUDHunt game and signifies the number of turns that were established by Control when the game was initiated. |
|
Values: |
Any number between 1 and 7. In the SCUDHunt experiment, the number of turns was always set to 5. |
|
Name: |
ORGANIZATION |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The organization (or school) where the players work or attend school. |
|
Values: |
Free text. |
|
Name: |
OWN VIS ABILITY? |
|
Aliases: |
Ability to visualize |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Subjective score assigned by each player on how well they were able to visualize where the SCUDs were on the game board on a per game basis. |
|
Values: |
Used a scale of 1- 5 (1=Poor and 5=Excellent) |
|
Name: |
PLAYED GAMES BEFORE? |
|
Aliases: |
Played computer games before |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player has played computer games before. |
|
Values: |
Yes, No. |
|
Name: |
PLAYER ID |
|
Aliases: |
None |
|
Where used: |
MS Access DB: Game Players Table; Players Table; Strike Turns; Text Chat Table; MS Excel Files: Text Chat-Voice |
|
Description: |
Either a number associated with a player or the player’s first name. |
|
Values: |
On the Players Table, the Player ID is a sequentially assigned number associated with each player’s name. The values for the experiment are the numbers 20 – 43. In the other tables cited above, the Player ID is equal to the Player’s first name. There were 24 participants in the SCUDHunt experiment and each had unique first names. |
|
Name: |
PLAYER NAME |
|
Aliases: |
None |
|
Where used: |
MS Access DB: Players Table MS Excel Files: Players; Team Data– PostGameQ-ByGame Worksheet; Team Data-PostGameQ-General Worksheet; Text Chat/Voice Table; Leader ; Team Data-PlayerBackground Worksheet |
|
Description: |
SCUDHunt experiment player’s first name. |
|
Values: |
There were 24 participants in the SCUDHunt experiment and each had unique first names. |
|
Name: |
PLAYER ORG |
|
Aliases: |
None |
|
Where used: |
MS Access DB: Players Table |
|
Description: |
SCUDHunt experiment player’s organization affiliation |
|
Values: |
There were 24 participants in the SCUDHunt experiment and they came from a variety of organizations. Two teams were junior and senior high school students. The senior high school students (Team 1) were from Thomas Jefferson High School in Alexandria, VA. The junior high school team was from Albright Middle School in Houston, TX. |
|
Name: |
PLAYERS ROLES? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring what others’ roles were in the games (if any). Some suggested values included: leader, brainstormer, facilitator, keep track of details. |
|
Values: |
Free text describing other players on the team and what roles they played on the team. |
|
Name: |
PL WEB-BASED GAMES BEFORE? |
|
Aliases: |
Played web-based games before |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player has played web-based games before. |
|
Values: |
Yes, No. |
|
Name: |
POST-GAME QUESTIONNAIRE |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Players |
|
Description: |
Lists whether the player filled out a post-game questionnaire(s). This questionnaire was given to participants after playing each session of 1 or more games. |
|
Values: |
There are two values for Post-Game Questionnaire field in the Players Table: X = we have the questionnaire and BLANK means no questionnaire was filled out. |
|
Name: |
PWD |
|
Aliases: |
Password |
|
Where used: |
MS Access DB: Players Table |
|
Description: |
SCUDHunt participant’s password for logging in to SCUDHunt. |
|
Values: |
This can be any text string created by the Controller. The convention for the SCUDHunt experiment was to use the first name as the login and the first initial of the participant’s last name as the password. |
|
Name: |
QUESTIONING OTHERS ASSET PLACEMENT |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player questions the placement of a player’s asset. |
|
Values: |
A whole number. |
|
Name: |
QUESTIONING OTHERS ASSET PLACEMENT COMMENT |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment that shows a player questioning another player on their decision to place an asset. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
QUESTIONING OTHERS STRIKE PLANS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player questions the strike plan of another player. |
|
Values: |
A whole number. |
|
Name: |
QUESTIONING OTHERS STRIKE PLANS COMMENT |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment that shows a player questioning another player’s strike plan. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
QUESTIONNAIRE INFO |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Players |
|
Description: |
Lists whether a player filled out a pre-game questionnaire. This questionnaire was given to participants before playing the games and captured a lot of background information. |
|
Values: |
There are two values for Questionnaire Info in the Players Table: X = we have the questionnaire and BLANK means the player did not fill out a pre-game questionnaire. |
|
Name: |
QUESTIONS RE: GAME PROCESS |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player questions the way (the process) of how they are playing the game. |
|
Values: |
A whole number. |
|
Name: |
QUESTIONS RE: GAME PROCESS COMMENT |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment questioning the way (the process) of how they are playing the game. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
RECIPIENT ID |
|
Aliases: |
Text chat recipient |
|
Where used: |
MS Access DB: Text Chat Table |
|
Description: |
Used to specify the person to whom a text chat message was sent to directly. In most instances, text chat went to all players and Control. Players had the ability to send private messages to an individual or Control. |
|
Values: |
Possible values are: 0, meaning the chat message was sent to everyone in the game (as well as observers and Control); Control; or the first name of a specific player or observer. |
|
Name: |
ROLE ID |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Roles Table |
|
Description: |
A number associated with the various Asset Manager roles used in the game. Each number is associated with a different asset manager. |
|
Values: |
Values of 1-5; Each Role ID corresponds to a different player role. Role 1 = Satellite; Role 2 = Air; Role 3 = Spec Ops; Role 4 = Intel; Role 5 = Demo |
|
Name: |
ROLE NAME |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Roles Table MS Excel Files: Players |
|
Description: |
The names associated with the 4 player roles and the role of demo for when the game is in demonstration mode. |
|
Values: |
Role name values include: Satellite, Air, Spec Ops, Intel, and Demo. |
|
Name: |
ROW |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Turn Results Table; Strike Turns Table |
|
Description: |
On the Turn Results Table, this represents the row on the SCUDHunt game board where assets have returned results. It is paired with a game board Column (COL) and is associated the result returned by an asset per game/per turn. On the Strike Turns Table, this represents the row on the SCUDHunt game board where a player has placed a strike per game/per turn. |
|
Values: |
There are 5 rows. Values are 1,2,3,4, and 5. |
|
Name: |
SCUD1 COL |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
This represents the column location of the first hidden SCUD. It corresponds to the value in SCUD1 ROW to provide the hidden SCUDs location. |
|
Values: |
There are 5 columns. Values are 1,2,3,4, and 5. |
|
Name: |
SCUD2 COL |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
This represents the column location of the second hidden SCUD. It corresponds to the value in SCUD2 ROW to provide the hidden SCUDs location. |
|
Values: |
There are 5 columns. Values are 1,2,3,4, and 5. |
|
Name: |
SCUD3 COL |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
This represents the column location of the third hidden SCUD. It corresponds to the value in SCUD3 ROW to provide the hidden SCUDs location. |
|
Values: |
There are 5 columns. Values are 1,2,3,4, and 5. |
|
Name: |
SCUD1 ROW |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
This represents the row location of the first hidden SCUD. It corresponds to the value in SCUD1 COL to provide the hidden SCUDs location. |
|
Values: |
There are 5 rows. Values are A, B, C, D, and E. |
|
Name: |
SCUD2 ROW |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
This represents the row location of the second hidden SCUD. It corresponds to the value in SCUD2 COL to provide the hidden SCUDs location. |
|
Values: |
There are 5 rows. Values are A, B, C, D, and E. |
|
Name: |
SCUD3 ROW |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Games Table |
|
Description: |
This represents the row location of the third hidden SCUD. It corresponds to the value in SCUD3 COL to provide the hidden SCUDs location. |
|
Values: |
There are 5 rows. Values are A, B, C, D, and E. |
|
Name: |
SEARCH RESULT ID |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Search Results Table |
|
Description: |
A number associated with the different search results returned on a per turn/per asset basis. |
|
Values: |
Values of 1-6; Each Search Result ID corresponds to a different result. Search Result 1 = Nothing to Report; Search Result 2 = Unidentified Vehicle; Search Result 3 = Suspected Launcher; Search Result 4 = Killed in Action; Search Result 5 = Spy Not Captured; Search Result 6 = Team Extracted. |
|
Name: |
SEARCH RESULT NAME |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Search Results Table |
|
Description: |
The search result associated with a particular asset on a particular turn. |
|
Values: |
Search result values include: Nothing to Report, Unidentified Vehicle, Suspected Launcher, Killed in Action, Spy Not Captured, Team Extracted. |
|
Name: |
SENSOR PLCMNT COMMENTS |
|
Aliases: |
Sensor Placement Comments |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Free text elaborating on the question associated with whether their team tried to come to consensus on sensor placement. |
|
Values: |
Any text typed by the participants. |
|
Name: |
SENSOR PLCMNT CONSENSUS? |
|
Aliases: |
Sensor Placement Consensus |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
A subjective question for each game where participants are asked if their team tried to come to consensus on decisions on sensor placement. |
|
Values: |
Valid values are Yes or No |
|
Name: |
SEQUENCE |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Text Chat |
|
Description: |
Numeric text chat identifier. Sequence is automatically and sequentially generated after each text chat submission, across all games. |
|
Values: |
Any whole number. For the purposes of this experiment, Sequence for text chat ranged from Sequence #402 – 3134. |
|
Name: |
SESSION |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet; Team Data-PostGameQ-General Worksheet |
|
Description: |
Numeric identifier for the block of time a team played a game. Most of the SCUDHunt teams played the 6 games over 2 separate sessions. |
|
Values: |
Session values include: 1, 2. |
|
Name: |
SIGN-UP INFO |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Players |
|
Description: |
A file identifying if we have player contact info. The sign-up form was on the SCUDHunt web site (www.scudhunt.com) |
|
Values: |
There are two values for Sign-up Info in the Players Table: X = we have the sign-up info and BLANK – we are missing the sign-up info. |
|
Name: |
SSA SCORE |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: SSA Details |
|
Description: |
A per turn, per game calculation computed by dividing the total number of squares nominated by all players in that turn’s strike plan by the number of unique squares nominated in that turn’s strike plan |
|
Values: |
The range of SSA Scores for a 4person team is 1-4, with 1 representing no SSA and 4 representing perfect SSA. |
|
Name: |
STATE/PROVINCE |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The State or Province where the players live. |
|
Values: |
Free text. |
|
Name: |
STREET |
|
Aliases: |
Street Address |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The player’s street address |
|
Values: |
Free text. |
|
Name: |
STRIKE PLAN W/O NEGOTIATION |
|
Aliases: |
Submitting a Strike Plan without negotiation |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player submitted a strike plan without first negotiating the nominated squares with other team members. |
|
Values: |
A whole number. |
|
Name: |
STRIKE PLAN W/O NEGOTIATION COMMENT |
|
Aliases: |
Asset placement without negotiation comment |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment that shows no negotiation in making a Strike Plan. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
STRIKE PLAN W/NEGOTIATION |
|
Aliases: |
Submitting a Strike Plan with negotiation |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
Counts the times (per game/per turn) a player negotiated with others about the Strike Plan. |
|
Values: |
A whole number. |
|
Name: |
STRIKE PLAN W/NEGOTIATION COMMENT |
|
Aliases: |
Asset placement with negotiation |
|
Where used: |
MS Excel Files: Text Chat-Voice |
|
Description: |
The actual text chat or voice comment that shows negotiation of a Strike Plan. |
|
Values: |
Either the actual text typed by a participant or a transcription of their voice comment. |
|
Name: |
TEAM |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Player; Team Data– PostGameQ-ByGame Worksheet; Team Data-PostGameQ-General Worksheet; Text Chat-Voice; Leader ; Team Data-PlayerBackground Worksheet |
|
Description: |
Number representing a specific team. |
|
Values: |
Values for teams are 1-6. |
|
Name: |
TEXT CHAT |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Games Table MS Excel Files: SSA Details |
|
Description: |
Designates the type of communication used in a game. |
|
Values: |
There are two values in the Games Table: check mark = text chat; no check mark (null) = either telephone or no comms.; The values in the SSA Details file are either True (meaning there was text chat) or False (meaning there was no text chat). |
|
Name: |
TEXT CHAT USED? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player’s ever used text chat. |
|
Values: |
Yes, No. |
|
Name: |
TEXT CHAT FREQ? |
|
Aliases: |
Text chat frequency |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player’s text chat frequency. Values were: Often: Weekly or more; Frequently: Monthly or more; Rarely: Yearly or less. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
TM PICTURE SHARED? |
|
Aliases: |
Team’s shared picture |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet |
|
Description: |
Subjective assessment, by each player, of their team’s shared picture of where the SCUDs were at the end of each game. |
|
Values: |
Used a scale of 1- 5 (1=Poor and 5=Excellent) |
|
Name: |
TOTAL VOTES |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: SSA Details |
|
Description: |
The total number of votes from all the players associated with a Strike Plan on a per game, per turn basis. |
|
Values: |
Any number between 12 (the minimum number of votes for all 12 players) and 75 (all players voting for all squares). The actual values ranged between 12 and 36. |
|
Name: |
TURN |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Strike Turns Table; Turn Results Table MS Excel Files: SSA Details; Text Chat-Voice |
|
Description: |
Number representing a specific turn for a specific game. |
|
Values: |
Values for game turns are 1-5. |
|
Name: |
TURN RESULT ID |
|
Aliases: |
none |
|
Where used: |
MS Access DB: Turn Results Table |
|
Description: |
The search result associated with a particular asset on a particular turn. |
|
Values: |
Same values as those used in Search Result Name field. Values include: Nothing to Report, Unidentified Vehicle, Suspected Launcher, Killed in Action, Spy Not Captured, Team Extracted. |
|
Name: |
UNIQUE VOTES |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: SSA Details |
|
Description: |
The total number of unique squares nominated for strikes, for a given team, on a per game, per turn basis. |
|
Values: |
Any number between 3(all players vote for the same squares, where 3 is the minimum number of squares that had to be included in any strike plan) and 25 (players nominate all possible squares). The actual values ranged between 3and 23. |
|
Name: |
VISUALIZATION |
|
Aliases: |
Type of visualization |
|
Where used: |
MS Excel Files: Team Data– PostGameQ-ByGame Worksheet; SSA Details; Text Chat-Voice |
|
Description: |
Describes the type of visualization used in a particular game. |
|
Values: |
Values in the Team Data – PostGameQ-ByGame Worksheet are No (for no shared visualization), and shared (for shared visualization).Values in the SSA Details file are True (for shared visualization) and False (for no shared visualization). Values in the Text Chat-Voice are NSV (for no shared visualization) and SV (for shared visualization). |
|
Name: |
VTC USED? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player’s ever used VTC (video teleconferencing). |
|
Values: |
Yes, No. |
|
Name: |
VTC FREQ? |
|
Aliases: |
Text chat frequency |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player’s VTC frequency. Values were: Often: Weekly or more; Frequently: Monthly or more; Rarely: Yearly or less. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
WEB-BAS. GAME FREQ? |
|
Aliases: |
Web-based game play frequency |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine the frequency of player’s web-based game play. Values were: Often: Weekly or more; Frequently: Monthly or more; Rarely: Yearly or less. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
WEB BROWSER USED? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if the player has ever used a web browser. |
|
Values: |
Yes, No. All values in the experiment data were Yes. |
|
Name: |
WEB BROWSER FREQ? |
|
Aliases: |
Web browser frequency |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine the player’s web browser use frequency. Values were: Often: Weekly or more; Frequently: Monthly or more; Rarely: Yearly or less. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
WHY EASIEST GAME? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring why a game was the easiest in a particular session. |
|
Values: |
Free text. |
|
Name: |
WHY HARDEST GAME? |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PostGameQ-General Worksheet |
|
Description: |
Post Game Questionnaire question inquiring why a game was the hardest in a particular session. |
|
Values: |
Free text. |
|
Name: |
WORKED DISTR OUTSIDE ORG? |
|
Aliases: |
Worked as a member of a distributed team outside your own organization. |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if a player has worked as a member of a distributed team outside of their own organization. |
|
Values: |
Yes, No. |
|
Name: |
WORKED DISTR OUTSIDE ORG FREQ |
|
Aliases: |
Worked as a member of a distributed team outside your own organization frequency. |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine the frequency that a player has worked as a member of a distributed team outside their own organization. Values are: Often: Weekly or more; Frequently: Multiple times a year; Rarely: Once or twice; Never. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
WORKED DISTR W/IN OWN ORG? |
|
Aliases: |
Worked as a member of a distributed team within your own organization. |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine if a player has worked as a member of a distributed team within their own organization. |
|
Values: |
Yes, No. |
|
Name: |
WORKED DISTR W/IN OWN ORG FREQ |
|
Aliases: |
Worked as a member of a distributed team within your own organization frequency. |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
A question asked to determine the frequency that a player has worked as a member of a distributed team within their own organization. Values are: Often: Weekly or more; Frequently: Multiple times a year; Rarely: Once or twice; Never. |
|
Values: |
Often, frequently, rarely. |
|
Name: |
WORK # |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The player’s work telephone number. |
|
Values: |
10 digit number in the following format: 222-222-2222. |
|
Name: |
ZIP CODE |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The Zip code for where the players live. |
|
Values: |
A 5-string number. |
|
Name: |
# VOTES AS LEADER |
|
Aliases: |
none |
|
Where used: |
MS Excel Files: Leader Data |
|
Description: |
From the post-game questionnaire, the number of teammates who listed a player as having been a leader during a game. No entries are made for players who received no votes as a leader. |
|
Values: |
Values are numbers ranging from 1 – 4. |
|
Name: |
# YRS SERVED |
|
Aliases: |
# of years served in the military or defense-related occupation. |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The number of years and sometimes a description of a player’s military/defense-related history. |
|
Values: |
Free text. |
|
Name: |
#1 MOST OFTEN PL GAME? |
|
Aliases: |
#1 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The first game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#2 GAME? |
|
Aliases: |
#2 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The second game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#3 GAME? |
|
Aliases: |
#3 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The third game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#4 GAME? |
|
Aliases: |
#4 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The fourth game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#5 GAME? |
|
Aliases: |
#5 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The fifth game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#6 GAME? |
|
Aliases: |
#6 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The sixth game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#7 GAME? |
|
Aliases: |
#7 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The seventh game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#8 GAME? |
|
Aliases: |
#8 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The eighth game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#9 GAME? |
|
Aliases: |
#9 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The ninth game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
|
Name: |
#10 GAME? |
|
Aliases: |
#10 Most often played game |
|
Where used: |
MS Excel Files: Team Data-PlayerBackground Worksheet |
|
Description: |
The tenth game mentioned in a list of a player’s most frequently played games. |
|
Values: |
Free text. The name of a computer or web-based game. |
This section provides an alphabetical listing of all of the tables and files comprising the SCUDHunt database. For each Microsoft Access database table and each Excel file, the data values are listed. These can be cross-referenced with section 4.0 of this report for details for each data element.
Assets Table: Asset ID, Asset Name
Game Players Table: Game ID, Player ID, Role
Games Table: Game ID, Date Played, Scud1 Row, Scud1 Col, Scud2 Row, Scud2 Col, Scud3 Row, Scud3 Col, Num Turns, Aggregate, Text Chat
Players Table: Player ID, Player Name, Player Org, Pwd
Roles Table: Role ID, Role Name
Search Results Table: Search Result ID, Search Result Name
Strike Turns Table: Game ID, Turn, Player ID, Row, Col
Text Chat Table: Sequence, Game ID, Player ID, Message, Recipient ID
Turn Results Table: Game ID, Turn, Asset ID, Row, Col, Result ID
Leader Data:
Team, Player Name,
Session, # votes as leader, Comments
Players:
Name, Team, Asset,
Sign-up Info, Questionnaire Info, Post-game Questionnaire
SSA Details:
Game ID,
Visualization, Text Chat, Turn, Total Votes, Unique Votes, SSA Score
Team Data
-PostGameQ-General Worksheet:
Team, Player,
Session, Date Q completed, Knew players?, Leader today?, If leader, who?,
Change of Leader over time?, Player Roles?, Easiest game?, Why?, Hardest game?,
Why?
Team Data -PostGameQ-ByGame
Worksheet:
Team, Player, Session, Game #, Comm, Visualization, Fun?, Tm shared pic?, Own vis ability?, Comm ability?, Sensor plcmt consensus?, Comments, Launcher consensus?, Comments, If consensus: tension?, Agreement?, Equals?, Comments
Team Data – PlayerBackground:
Team, Player, Street, City, State/Province, Zip code, Country, Email, Work #, Home #, Organization, MB Type, Age, Highest Edu, Computer Experience, Email ever used?, Email Freq, Web browser used, Web browser freq, Text chat used, Text chat freq, VTC used, VTC freq, Like playing games?, Played games before?, Freq of game play, Pl. web -based games before?, Web-bas game freq, Multi-player web games before?, Multipl web game freq, #1 most often pl game, #2 game, #3 game, #4 game, #5 game, #6 game, #7 game, #8 game, #9 game, #10 game, Mil/def experience?, list of mil org, #yrs served, Worked distr w/in own org?, Worked distr w/in own org freq, Descr of working distr, Worked distr outside org?, Worked distr outside org freq , Descr of working distr outside org
TextChat-Voice:
Team, Game, Visualization, Player, Turn, Asset plcmnt w/ negotiation, Comment, Asset plcmnt w/o negotiation, Comment, Asset placmnt compliance, Comment, Directing others asset plcmnt, Comment, Questioning others asset placement, Comment, Accuracy of results, Completeness of results, Strike plan w/ negotiation, Comment, Strike plan w/o negotiation, Comment, Directing others strike plans, Comment, Questioning others strikeplans, Comment, Non-game comments, Comment, Directive re: game process, Comment, Questions re: game process, Comment, Control Instructions
(includes
excerpts from “Gaming and Shared Situation Awareness”)
There is
no agreement yet on the definition of situation awareness or shared situation
awareness (SSA); different communities think of it in different ways. We spent quite
a long time reviewing SSA research and formulating our own definition. For an
extensive discussion of situation awareness - both individual and shared - see “Defining and Measuring Shared Situational Awareness”
by CNA team member Albert Nofi.
We
characterize situational awareness as a dynamic mental model of our operating
environment and our place in it. We build this model through a process we call
situation assessment, which consists of four interwoven subprocesses:
perception, comprehension, projection, and prediction.
For our
purposes, the best description of the process of situation assessment is the
one described by Mica Endsley in a 1995 paper as:
the
perception of the elements in the environment within a volume of space and
time, the comprehension of their meaning, the projection of their status into
the near future, and the prediction of how various actions will affect the
fulfillment of one's goals.
Note: In
the paper, this is Endsley's definition of situational awareness. In a later
email, she then refers to it as situation assessment.
So the
critical factors in the process of situation assessment are:
1.
Perception-acquiring the available facts
2.
Comprehension-understanding the facts in relation to our own knowledge of such
situations
3.
Projection-envisioning how the situation is likely to develop in the future,
provided it is not acted upon by any outside force
4.
Prediction-evaluating how outside forces may act upon the situation to affect
our projections.
It's
important to note that these four stages form a dynamic tapestry of interwoven
threads rather than a static sequence followed like a flow chart. In developing
our situation assessment, we don't necessarily follow the neat flow from perception,
through comprehension, then projection, and finally prediction. These stages
occur virtually simultaneously, given the speed with which our minds work. As
we perceive the information, we are already processing it for comprehension and
its implications for our purposes. And this process goes on continuously, so
that our situational awareness evolves continuously as well.
We then
use the results of our situation assessment to develop a mental model and that
mental model represents our situational awareness. A mental model is a
"psychological representation of the environment and its expected
behavior." The purpose of a mental model is "to provide conceptual
framework for describing, explaining, and predicting future system states."
The mental
model is inherently subjective, based on integrating acquired information with
our own personal structural and situational factors. Structural factors
include: training, experience, culture, personality, interests, and skill
level. Situational factors include things such as mood, fatigue, stress, time
pressure, and the complexity and ambiguity of the situation.
The
quality of our situational awareness may be characterized by the degree to
which our mental model- our situational awareness-"accurately"
reflects objective reality. Measuring the "goodness of fit" between
reality and SA is not an easy task, however, we were able to neatly capture
this in the game construct, described below.
So what is
shared situational awareness? Is it that we understand we are in a common, or
shared, situation? Or does it mean that we have a common understanding of a
particular situation?
For our
purposes, we defined shared situational awareness the degree of overlap in the
situational awareness of team members.
There are
three elements in the development of a team's shared situational awareness.
1. Build
individual situational awareness.
2. Share
individual situational awareness. This is probably the most critical factor in
creating shared awareness. It depends on effectively communicating each
person's awareness, in order to build a shared mental model from the individual
mental models.
3. Develop
the group's shared situational awareness. This is the integration of the
different individual mental models of the situation. Note that there need not
be a single "team mental model." Multiple mental models can exist
among team members but the models must overlap sufficiently to make it possible
to perform the mission.
Probability
calculations are performed by the program. Players do not know exact
probabilities; only their own asset’s general system reliability, detection
phenomenology, accuracy of information, and timeliness of information. See
Appendix C for player handouts.
Key |
|
|
0 |
nothing to
report |
|
? |
unidentified
vehicles |
|
X |
confirmed
launcher |
|
N |
UAV
crashed |
|
N |
Spy
captured |
|
C |
Team must
extract |
|
N |
Team
destroyed |
|
Die roll |
Empty |
Lchr |
|
|
0 |
0 |
0 |
|
|
1 |
0 |
0 |
|
|
2 |
0 |
0 |
|
|
3 |
0 |
0 |
|
|
4 |
0 |
0 |
|
|
5 |
0 |
? |
|
|
6 |
0 |
? |
|
|
7 |
? |
? |
|
|
8 |
? |
X |
|
|
9 |
? |
X |
|
Manned Aircraft
|
Die roll |
Empty |
Lchr |
|
|
0 |
0 |
0 |
|
|
1 |
0 |
0 |
|
|
2 |
0 |
0 |
|
|
3 |
0 |
0 |
|
|
4 |
0 |
? |
|
|
5 |
0 |
? |
|
|
6 |
0 |
? |
|
|
7 |
0 |
? |
|
|
8 |
? |
X |
|
|
9 |
X |
X |
|
|
Die roll |
Empty |
Lchr |
|
|
0 |
0N |
0 N |
|
|
1 |
0 |
0 N |
|
|
2 |
0 |
0 |
|
|
3 |
0 |
0 |
|
|
4 |
0 |
? |
|
|
5 |
0 |
? |
|
|
6 |
0 |
? |
|
|
7 |
0 |
? |
|
|
8 |
? |
X |
|
|
9 |
? |
X |
|
|
Die roll |
Empty |
Lchr |
|
|
0 |
0 |
0 |
|
|
1 |
0 |
0 |
|
|
2 |
0 |
0 |
|
|
3 |
0 |
0 |
|
|
4 |
0 |
0 |
|
|
5 |
0 |
? |
|
|
6 |
0 |
? |
|
|
7 |
0 |
X |
|
|
8 |
? |
X |
|
|
9 |
X |
X |
|
SpecOps
|
Die roll |
Empty |
Lchr |
|
|
0 |
0C |
? N |
|
|
1 |
0 |
X C |
|
|
2 |
0 |
X C |
|
|
3 |
0 |
X |
|
|
4 |
0 |
X |
|
|
5 |
0 |
X |
|
|
6 |
0 |
X |
|
|
7 |
0 |
X |
|
|
8 |
0 |
X |
|
|
9 |
? |
X |
|
|
Die roll |
Empty |
Lchr |
|
|
0 |
0 N |
0 N |
|
|
1 |
0 |
? N |
|
|
2 |
0 |
X |
|
|
3 |
0 |
X |
|
|
4 |
0 |
X |
|
|
5 |
0 |
X |
|
|
6 |
0 |
X |
|
|
7 |
0 |
X |
|
|
8 |
? |
X |
|
|
9 |
? |
X |
|
Your Job
As Space Asset Manager, you control tasking for one imagery reconnaissance satellite.
Where The Asset Can Travel
The satellite can make one pass over one column of Korona’s air space each day. You must decide which vertical column of grid squares will be searched (1,2,3,4 or 5).
Characteristics and/or Limitations
The satellite is invulnerable: it cannot be shot down or disabled by anything in Korona’s arsenal.
Imagery,
returned at the end of each turn, is good but not perfect. You will receive a
good indication if a grid square is empty, and a good indication if the
launcher or civilian vehicles are present.
At
the end of each Turn you will receive a summary of the imagery analysis for
each grid square in the column you selected:
0 – nothing significant to report (grid square seems empty)
? – vehicles detected (may be launchers, decoys, or routine civilian traffic)
X – launchers confirmed (real) unless result came from COMINT or
Manned Air search

Player BriefingYour Job
As
Air Asset Manager, you control the manned aircraft and the unmanned aerial
vehicles (reconnaissance “drones”).
Where The Assets Can Travel
The
manned aircraft may only fly around the edges of the game board either over
bodies of water or friendly countries bordering Korona.
The
UAV may fly any path of 5 grid squares, horizontally, vertically, diagonally or
in combination. For example it could fly along any row,
column
or diagonal. The mission must begin and end in an edge square.
Characteristics
and/or Limitations
The
manned aircraft is required to “rest” between turns because of crew fatigue,
refueling, etc. and can therefore only fly every other turn.
The
UAV is vulnerable to Koronan ground fire and technical malfunctions. When the
UAV enters a grid square there is a small chance that it will crash, ending the
mission. If the UAV overflies a target this risk is increased. Any imagery
obtained prior to the crash is transmitted back to base in real time, and will
be available for analysis. If a UAV is
lost, it will be replaced at the start of the following turn.
The manned
aircraft’s sensors give an excellent indication if a grid square is empty, and
a good indication if vehicles are present, but cannot reliably distinguish
between civilian truck convoys and SCUD launchers.
The
UAV’s sensor’s imagery is good but not perfect. You receive an excellent
indication if a grid square is empty, and a good indication if civilian
vehicles are present. There is a low chance of confirming the presence of a
launcher.
At
the end of each Turn you will receive a summary of the search results for each
grid square in the column you selected:
0 – nothing significant to report (grid square seems empty)
? – vehicles detected (may be launchers, decoys, or routine civilian traffic)
X – launchers confirmed (real) unless result came from COMINT or
Manned Air search
N – UAV crashed


Your Job
As
Intelligence Manager, you control COMINT and HUMINT. As COMINT Manager you control electronic
intelligence assets that monitor Koronan civil, military and government
communications. As HUMINT Manager you
control one well-placed covert agent inside Korona.
Where The Asset Can Travel
One
COMINT intercept analysis may be conducted each turn. You may choose any grid
square.
The
covert agent begins inside Koronabad (grid square C3). He can move to any adjacent grid squares for
each turn.
Characteristics
and/or Limitations
COMINT
can move to any square and it is impervious to destruction.
The
agent must remain in a grid square for one whole turn before he can report the
findings for that square. If the agent
moves, he cannot report that turn. On any turn that the agent reports there is
a small chance that he will be caught and executed. He cannot be replaced. If the agent goes underground (skips a turn)
he cannot report or be captured. He can
be activated on any subsequent turn.
COMINT
has a fair chance of detecting any target that is present. Note that the
Koronan decoy unit is trained and equipped to simulate the communications
traffic of a real launch unit.
Agent
reports are excellent if a launcher is present.
However, there is a low chance that the agent may misinterpret civilian
traffic as the launcher.
At
the end of each Turn you will receive a summary of the imagery analysis for
each grid square in the column you selected:
0 – nothing significant to report (grid square seems empty)
? – vehicles detected (may be launchers, decoys, school bus or routine civilian traffic)
X – launchers confirmed (real) unless result came from COMINT or
Manned Air search
S – “silent” (spy has moved
and cannot report)
N – Spy captured and executed
SEAL
Team Joint
SPECOPS Team
Your Job
As
SpecOps Manager, you control one Navy SEAL team and one Joint Special
Operations team.
Where The Asset Can Travel
You may “insert” the SEAL team into any coastal grid square (Row E). You may insert the Joint team into any grid square. Once inserted, a team may remain in place and report, move to any adjacent grid square and report, or call for extraction (skip turn).
Characteristics
and/or Limitations
For
each turn, in each square that it searches, there is a small chance that a team
will be located by Koronan Security and forced to perform an emergency
extraction. There is a small chance that it will be caught and destroyed before
it can be extracted. In a grid square
that contains a launcher or in Koronabad (grid C3) this risk increases. An
extracted team will need time to rest and refit before it becomes available for
duty again (rest one turn). A destroyed team cannot be replaced.
Spec Ops and Navy Seal team reports are excellent. They have an excellent ability to positively identify a target. Teams have a fair chance of being extracted or killed if a launcher is present.
At
the end of each Turn you will receive a summary of the SpecOps report, for any
grid squares that were searched:
0 – nothing significant to report (grid square seems empty)
? – vehicles detected (may be launchers, decoys, or routine civilian traffic)
X – launchers confirmed (real) unless result came from COMINT or
Manned Air search
Thumbs-up icon – get from
legend –
team emergency extraction (returns after variable refit delay)
N – team destroyed (cannot be replaced)
This survey is being given to all SCUDHunt participants as part of a study supporting DARPA’s Wargaming the Asymmetric Environment Program.
The purpose of the survey is to determine your background with computers, collaboration tools, computer games and the military.
This information will be kept confidential. This information may be used in two ways.
1. Name (first, last):
2. Organization:
3. E-mail address:
4. Please assess your overall level of computer expertise:
- Low: Seldom use computers
- Moderate: Use computers often and are comfortable with them
- High: Use computers a lot and feel very confident about your abilities
5. How you ever used any of the following collaboration tools:
5a. E-mail: Yes No
If Yes, how often:
- Often: Weekly or more
- Frequently: Monthly or more
- Rarely: Yearly or less
5b. Web browsers: Yes No
If Yes, how often:
- Often: Weekly or more
- Frequently: Monthly or more
- Rarely: Yearly or less
5c. Text Chat: Yes No
If Yes, how often:
- Often: Weekly or more
- Frequently: Monthly or more
- Rarely: Yearly or less
-
5d. Video Teleconferencing: Yes No
If Yes, how often:
- Often: Weekly or more
- Frequently: Monthly or more
- Rarely: Yearly or less
6. Do you like playing games: Yes No
7. Have you played computer games before? Yes No
If Yes, how often:
- Often: Weekly or more
- Frequently: Monthly or more
- Rarely: Yearly or less
8. Have you played web-based computer games before? Yes No
If Yes, how often:
- Often: Weekly or more
- Frequently: Monthly or more
- Rarely: Yearly or less
9. Have you played multi-player web-based games before? Yes No
If Yes, how often:
- Often: Weekly or more
- Frequently: Monthly or more
- Rarely: Yearly or less
Please list the games you most often play (up to 10):
10. Do you have military or defense-related experience? Yes No
If Yes, list organizations and or service:
How many years:
11. Have you ever worked with people from your organization who are geographically separated from where you work? Yes No
If Yes, how often:
Often: Weekly or more
Frequently: Multiple times a year
Rarely: Once or twice
Never:
Describe some of your experiences working as a member of a distributed team and the tools that you used to communicate?
12. Have you ever worked as part of a team composed of people outside your organization? Yes No
If Yes, how often:
Often: Weekly or more
Frequently: Multiple times a year
Rarely: Once or twice
Never:
Describe some of your experiences working as a member of a distributed team and the tools that you used to communicate?
Note: This is a Sample from Team 1. For the other teams, the game types would have been paired with the order in which that particular team played the games.
***********************************************************************
Please email to mstahl@thoughtlink.com or loughran@thoughtlink.com or FAX to 703/319-8196
SCUDHunt Post-Game Questionnaire – Team 1
Name: __________________________
Date: __________________________
Your Myers-Briggs type (if you know it and if you don’t mind sharing it) ______
(To determine this, you can take an online test at http://www.onlinepsych.com/public/Mind_Games/ptt/pttframe.htm or http://www.keirsey.com/cgi-bin/keirsey/newkts.cgi )
How well did you know the other team members prior to today’s session?
do not know them_
slightly_____
well_____
very well_____
During the games in today’s session,
- was there a leader? (Yes/No)______________
- if so, who? ____________________________
- did it change over time?______________________________________________
- did team members take on roles? (e.g., leader, brainstormer, facilitator, kept track of details,…) ___________________________________________________
_____________________________________________________________
Which game (or set of communication/visualization conditions) was easiest and why?
_____________________________________________________________
_____________________________________________________________
Which game was hardest and why?_________________________________
_____________________________________________________________
On a scale of 1-5 (1=Not At All and 5=Very Much), was this game fun? _____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your team’s shared picture of where the SCUDs were at the end of the game? _____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to visualize where the SCUDs were on the game board? _____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to communicate with your teammates? ____
Did your team try to come to consensus on decisions on sensor placement?
(Yes/No)__________________________________________________
Did your team try to come to consensus on decisions on launcher locations?
(Yes/No)__________________________________________________
If your team tried to come to consensus, on a scale of 1-5 ( 1=None/Very Little and 5=A Lot/Very Much)
-- to what extent was there tension between you and other team members? _____
-- to what extent did you and the others agree? _____
-- to what extent did you feel that you and the other team members were equals? _____
What are your overall comments about Game 1:
________________________________________________________________________
On a scale of 1-5 (1=Not At All and 5=Very Much), was this game fun? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your team’s shared picture of where the SCUDs were at the end of the game? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to visualize where the SCUDs were on the game board? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to communicate with your teammates? ___
Did your team try to come to consensus on decisions on sensor placement?
(Yes/No)___________________________________________________
Did your team try to come to consensus on decisions on launcher locations?
(Yes/No)__________________________________________________
If your team tried to come to consensus, on a scale of 1-5 ( 1=None/Very Little and 5=A Lot/Very Much)
-- to what extent was there tension between you and other team members? _____
-- to what extent did you and the others agree? _____
-- to what extent did you feel that you and the other team members were equals? _____
What are your overall comments about Game 2:
________________________________________________________________________
On a scale of 1-5 (1=Not At All and 5=Very Much), was this game fun? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your team’s shared picture of where the SCUDs were at the end of the game? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to visualize where the SCUDs were on the game board? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to communicate with your teammates? ____
Did your team try to come to consensus on decisions on sensor placement?
(Yes/No)_____________________________________________
Did your team try to come to consensus on decisions on launcher locations?
(Yes/No)_______________________________________________
If your team tried to come to consensus, on a scale of 1-5 ( 1=None/Very Little and 5=A Lot/Very Much)
-- to what extent was there tension between you and other team members? ____
-- to what extent did you and the others agree? ___
-- to what extent did you feel that you and the other team members were equals? ____
What are your overall comments about Game 3:
________________________________________________________________________
On a scale of 1-5 (1=Not At All and 5=Very Much), was this game fun? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your team’s shared picture of where the SCUDs were at the end of the game? ___
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to visualize where the SCUDs were on the game board? ___
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to communicate with your teammates? ____
Did your team try to come to consensus on decisions on sensor placement?
(Yes/No)________________________________________________
Did your team try to come to consensus on decisions on launcher locations?
(Yes/No)_______________________________________________
If your team tried to come to consensus, on a scale of 1-5 ( 1=None/Very Little and 5=A Lot/Very Much)
-- to what extent was there tension between you and other team members? ___
-- to what extent did you and the others agree? ____
-- to what extent did you feel that you and the other team members were equals? ____
What are your overall comments about Game 4:
________________________________________________________________________
On a scale of 1-5 (1=Not At All and 5=Very Much), was this game fun? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your team’s shared picture of where the SCUDs were at the end of the game? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to visualize where the SCUDs were on the game board? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to communicate with your teammates? ____
Did your team try to come to consensus on decisions on sensor placement?
(Yes/No)_______________________________________________
Did your team try to come to consensus on decisions on launcher locations?
(Yes/No)_________________________________________________
If your team tried to come to consensus, on a scale of 1-5 ( 1=None/Very Little and 5=A Lot/Very Much)
-- to what extent was there tension between you and other team members? ____
-- to what extent did you and the others agree? ____
-- to what extent did you feel that you and the other team members were equals? ____
What are your overall comments about Game 5:
________________________________________________________________________
On a scale of 1-5 (1=Not At All and 5=Very Much), was this game fun? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your team’s shared picture of where the SCUDs were at the end of the game? ___
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to visualize where the SCUDs were on the game board? ____
On a scale of 1-5 (1 = Poor and 5 = Excellent), how would you grade your ability to communicate with your teammates? ___
Did your team try to come to consensus on decisions on sensor placement?
(Yes/No)_____________________________
Did your team try to come to consensus on decisions on launcher locations?
(Yes/No)_______________________________
If your team tried to come to consensus, on a scale of 1-5 ( 1=None/Very Little and 5=A Lot/Very Much)
-- to what extent was there tension between you and other team members? _____
-- to what extent did you and the others agree? _____
-- to what extent did you feel that you and the other team members were equals? _____
What are your overall comments about Game 6:
________________________________________________________________________
General Comments:
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________