大流行病早已现身游戏场景?

One day in early March, as the coronavirus was spreading across the country, Margaret McCown was in her office at the Pentagon figuring out how her staff could work from home.

三月初的一天,当新型冠状病毒在全国蔓延的时候,玛格丽特·麦考恩正在她在五角大楼的办公室里研究如何让她的员工们在家工作。

As McCown went over the logistics, she began to feel a sense of déjà vu.

当麦考恩回顾后勤工作时,她开始有一种似曾相识的感觉。

A pandemic.

病毒大流行。

Government on alert.

政府警戒。

Schools and offices closing.

学校和办公室关闭。

It was a scenario she had seen before.

这种场景她是见过的。

Just not in real life.

只不过不是在现实生活中。

"That was that uncomfortable moment where you find yourself a little bit living in your own war game," McCown said.

“当你发现自己有点像活在自己的战争游戏中时,感觉真的很诡异。”麦考恩说。

Starting in 2006, when she was a war gamer at the National Defense University, McCown spent two years running pandemic simulations for senior policymakers.

从2006年开始,当她还是国防大学的一名战争游戏玩家时,麦考恩曾花了两年时间为高级决策者进行流行病模拟仿真。

The scenario: A novel flu strain is racing across the planet.

场景就是:一场新型病毒正在全球肆虐。

The virus is deadly and highly contagious; U.S. officials are trying to contain the outbreak before it hits the United States. (Spoiler: They don't succeed.)

该病毒具有致命和高度传染性;美国官员正在努力在疫情袭击美国之前控制住疫情。(剧透:他们最后没有成功。)

McCown called the first exercise "Global Tempest."

麦克考恩称第一个版本为“全球风暴”。

In the office that day in March, she dug out an article she'd written about it for a defense journal.

3月的那天,在办公室里,她翻出了一篇为国防杂志写的文章。

The title was "Wargaming the Flu."

标题就是“流感战争”。

"As I looked through it, I was realizing the extent to which it had really identified some of the things that we were living and some of the debates I was seeing on TV," she said.

她说:“当我浏览它的时候,我意识到它在很大程度上真正确定了我们生活的一些东西,以及我在电视上看到的一些辩论。

In McCown's simulations, as in several others in the early 2000s, participants foresaw an overwhelmed health care industry struggling to respond to unprecedented demand.

在麦考恩的仿真 中,就像在21世纪初的其他几次仿真中一样,参与者预见到一个不堪重负的医疗行业将难以应对前所未有的需求。

McCown's teams worried about the number of ventilators and hospital beds.

麦考恩的团队担心呼吸机和病床的数量供不应求。

What's more interesting to McCown is that the gamers also identified the many ways a pandemic could disrupt ordinary life.

麦克科恩更感兴趣的是,游戏玩家还发现了流感大流行对日常生活的多种影响。

"People's ability to take time off work or having sick leave would impact their ability to abide by social distancing," McCown said.

麦克考恩说:“人们可以请假或请病假,而这会影响他们保持社交距离的能力。”

"And that decisions like when you close schools and so forth would come to be important."

“诸如关闭学校之类的决定将变得非常重要。”

McCown's pandemic series involved senior leaders from federal agencies, Congress and the Pentagon.

麦克考恩的大流行病毒系列中也包括了来自联邦机构、国会和五角大楼的高级领导人。

Those and other games of that era predicted, in detail, much of the fallout the government is struggling with now.

这些和那个时代的其他游戏详细地预测了政府现在正在苦苦挣扎的后果。

So the question is: Where's the disconnect between years of gaming out pandemic strategies and the chaotic response on display now?

因此,问题是:多年来玩大流行游戏时的策略与现在表现出的混乱反应之间的区别在哪里?

War gamers say it's not their job to tell leaders what to do – they just shepherd officials through their options, trying to get them to think strategically about the potential consequences of different policies.

战争游戏玩家说,他们的工作不是告诉领导人该做什么——他们只是引导官员们做出选择,试图让他们战略性地思考不同政策的潜在后果。

In the end, the decisions on national security priorities are up to those in power.

最终,国家安全优先事项的决定权还是掌握在掌权者手中。

问题

文中提到的游戏叫什么名字?

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