![star marine two hour wargames star marine two hour wargames](https://1.bp.blogspot.com/-COyWqkzatnw/V8i3MIC_9VI/AAAAAAAAMsc/0nLggHgHU4EQsQc3XDiO7VEp2qT6Jk66ACLcB/s1600/SA%2BCover-1.jpg)
Through a range of storytelling examples, the narratives developed through the Mad Scientist writing contests and initiatives blur the line between fiction and science fiction to imagine a not-so-distant future world of conflict, the characters that inhabit these worlds, the technological advancements not previously considered, yet possible, and how things could potentially play out. For warfighters, these stories challenge conventional thinking and help illustrate a grounded projection into the future by crowdsourcing new ideas that help the Army envision potential scenarios in a future operational environment. Army Training and Doctrine Command (TRADOC) Mad Scientist Science Fiction Writing Contest, launched in 2016, embraces storytelling techniques as a pathway to fuse science fiction writing with reality, contributing to ideas and expanding the Army's thinking about future challenges in conflict. Dick's The Minority Report and Do Androids Dream of Electric Sheep? (retitled Blade Runner) have influenced future applications for artificial intelligence, video game design, voice-activated assistants, vehicle heads-up displays, virtual reality, gesture recognition, and computer vision. Clark's 2001: A Space Odyssey and Phillip K. There is a long history of technology's presence in storytelling, fused in hybrid science fiction and fictional narratives, inspiring innovation and invention that travels from the written page or screen to real-world use. A well-told story can live for thousands of years, inspiring new thoughts, creative interpretations, and fresh perspectives-fuel for new stories to take shape. Great stories can live on forever but technologies have limited life spans, periods after which they simply become parts of the sediment layer on which other new things are built. Wargame narratives, worlds, and characters using techniques adapted from successful storytelling will open up a range of new thoughts and ideas as these stories unfold. The common definition for wargaming is outlined in the 2013 Joint Planning, Joint Publication (JP) 5-0: "Wargames are representations of conflict or competition in a synthetic environment, in which people make decisions and respond to the consequences of those decisions." 2 Wargames help commanders examine warfighting concepts, train and educate military leadership and analysts, explore various conflict scenarios, and assess options for future force planning and posture choices. Those stories in turn permeated the wargames and experiments that tested, validated, and refined the transformations. The adoption of the railroad in the nineteenth century, of tanks and airplanes in the early twentieth century, of nuclear weapons in the 1950s, and of information and cyber capabilities more recently were all built on persuasive stories about how each could change warfare. All great military transformations have had stories to shape and explain them. It does not store any personal data.Great stories take people through a transformation, a journey that is memorable, personal, and impactful. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. The cookie is used to store the user consent for the cookies in the category "Performance". This cookie is set by GDPR Cookie Consent plugin. The cookies is used to store the user consent for the cookies in the category "Necessary". The cookie is used to store the user consent for the cookies in the category "Other. The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". The cookie is used to store the user consent for the cookies in the category "Analytics". These cookies ensure basic functionalities and security features of the website, anonymously. Necessary cookies are absolutely essential for the website to function properly.