Description: Cyber Wargaming by Nina A. Kollars, Benjamin H. Schechter, Frank L. Smith, Andrew W. Reddie, Ruby E. Booth, Bethany L. Goldblum, Kiran Lakkaraju A first-of-its-kind theoretical overview and practical guide to wargame designGovernment, 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. FORMAT Paperback CONDITION Brand New Author Biography Frank L. Smith III is a professor in and director of the Cyber & Innovation Policy Institute at the US Naval War College.Nina Kollars is a special assistant to the undersecretary of defense for research and engineering and a nonresident research fellow with the Cyber & Innovation Policy Institute at the US Naval War College.Benjamin Schechter is a senior wargaming lead at Systems Planning and Analysis Inc. Table of Contents Acknowledgments1 Shall We Play a Game? Fundamentals of Cyber WargamingFrank L. Smith III, Nina A. Kollars, and Benjamin H. SchechterPart 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 ShafferPart 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 Corporations 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 DeMuthPart III: Conclusion15 Balancing Zealots and Skeptics About Emerging Technology: A Wargaming Blueprint for InnovationNina A. Kollars and Benjamin H. SchechterIndex Contributors Review The primary goals that Smith, Kollars, and Schechter want to achieve with Cyber Wargaming are to show that wargames can improve decision-making about cyber and other emergent technologies, to provide examples of games recently played, and to let the designers talk about what they tried to do and how they went about it. Cyber Wargaming succeeds in that. * The Cipher Brief * Promotional "An invaluable contribution to the wargaming field that drives home the importance of cyber wargaming and offers clear recommendations for how to better incorporate cyber into wargames." —Becca Wasser, senior fellow and lead of The Gaming Lab, Center for a New American Security Details ISBN164712395X Author Kiran Lakkaraju Pages 240 Publisher Georgetown University Press ISBN-13 9781647123956 Format Paperback Imprint Georgetown University Press Place of Publication Washington, DC Country of Publication United States Year 2024 Publication Date 2024-01-02 Subtitle Research and Education for Security in a Dangerous Digital World US Release Date 2024-01-02 Alternative 9781647123949 Edited by Benjamin H. Schechter Illustrations 16 Figures; 2 Tables, unspecified Audience Professional & Vocational AU Release Date 2024-01-01 ISBN-10 164712395X UK Release Date 2024-01-02 DEWEY 793.92 We've got this At The Nile, if you're looking for it, we've got it. With fast shipping, low prices, friendly service and well over a million items - you're bound to find what you want, at a price you'll love! TheNile_Item_ID:159078698;
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