Public health practitioners respond to a wide variety of
disease events. Professional games
place responders in situations where they face the decisions, conflicts, and
challenges that they would experience in a real event. Playing professional
games can help everyone understand the complex, inter-agency, challenges that
often come up during these situations.
In this book we describe how to design professional games
for disease response. We cover all forms
of disease, from chronic and non-infectious diseases to bio-terrorism
events. We intersperse discussions of
game design with examples of games, from games on mental health services to
naturally occurring infectious disease outbreaks. In addition we discuss aspects of disease
response that you need to understand in order to avoid common pitfalls in
designing these games.
Professional game designers are often called upon to design
games that involve disease outbreak.
Public health professionals can find themselves playing in, or
sponsoring, games on disease response.
Both groups can benefit from an understanding of the basic concepts of
game design, disease response, and gaming disease response.
The book is available direct from Amazon
This book is the first of a new series, each volume explores
a particular area of warfare through the use of wargames. Each game has been
crafted to examine different aspects of the conflict. Playing these games,
along with reading the supporting designer’s notes, aims to help the reader
actively develop their understanding through experiential learning. The goal is
to help them develop a deeper understanding than from just reading primary and
secondary sources about the war. Reading memoirs and commentary is essential,
but so is making command decisions, such as looking at the conceptual map of
the Falkland Islands and pondering how close to move the British aircraft
carriers to the land action. It is in this space that wargaming rules supreme
in the taxonomy of interactive learning techniques.
This book contains four games:
Game #1: Matrix Game- where it is possible for the wider
conflict to be resolved without a land battle on East Falklands.
Game #2: The Falklands War: Task Force Commander- looks at
the decisions made by the Royal Navy to support the amphibious landings and
subsequent advance to Stanley. It is essentially a game about naval risk
Game #3: Battalion Commander- explores the land battle;
often decisions in the planning stage set out the path to subsequent success or
This includes a sample scenario the Battle for Goose Green
Game #4: The Falklands II (1984)- was a professional wargame
designed Paddy Griffith about a potential second Argentine invasion several
years after the Falklands War. It includes a detailed model of Cold War air
combat. The game demonstrated that a second Argentine invasion would initially
The book is published by the History of Wargaming Project as
part of ongoing work to document the development of wargaming.