John Curry • May 2nd, 2012 at 11:50 am
Best description and rationalisation of injects that I have seen
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Event or incident injects are a key element of almost every training wargame. They feature less in analytical wargames, largely due to the necessity to keep variables constant, but are still important. Injects are called different things by different people, but essentially fall into 2 categories: events and incidents. The distinction between the two is a little loose but the implication is that an event is relatively major while an inject is more minor. The difference is largely irrelevant – as long as you do not draw the inference that an incident somehow needs less planning. This is absolutely NOT the case; any inject, be it an event or an incident, needs careful consideration and management.
The two main terms for injects are:
Another term worth noting is a ‘Pick List’ of events and incidents, which is self explanatory. This usefully abbreviates to PL, which also stands for ‘Pressure Lever’. The relevance of this is explained below.
The systems used to manage injects range from sophisticated distributed software applications written specifically for the purpose (such as NATO’s Joint Exercise Management Module (JEMM)) to a manually updated white board with a ‘synchronisation matrix’ of injects. There is no right or wrong method, but remember that increasing use of IT generally leads to a greater training burden plus the task of populating the system and then managing the data. As with any aspect of simulation support, the inject management solution should be determined as part of a logical design process applied to the entire wargame event.
However they are managed, the key to ensuring that injects are effective is to make sure that each is a RAT. Every one must be:
To satisfy the ‘RAT’ (or ART) criteria each inject must be pre-considered, with the following pre-determined:
As an aside, the same RAT criteria can also be applied to the outputs produced by any simulation supporting a wargame. The penultimate diagram on the what is it page shows that there are two primary means of influencing participants: human in the loop injects; and simulation outputs. RAT (or ART) applies to both.
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