Search Defense Budget

Gaming Technology In Support of Army Training

Category: Procurement • Line Item: 6860NA0176 • FY25 Budget Request: $10.2M

Overview

Budget Account
2035A - Other Procurement, Army
Budget Activity
03 - Other support equipment
Previous Year
Description
The Gaming Technology In Support of Army Training program is focused on enhancing training and mission rehearsal capabilities for soldiers and leaders. It integrates advanced gaming technology into existing training frameworks to address the educational needs of the Active, National Guard, and Army Reserves. This initiative spans various training domains, including Operational, Institutional, and Self-Development.

Utilizing Commercial Off-The-Shelf (COTS) hardware and software, the program offers a cost-effective solution for simulating geo-specific and geo-typical terrains. This enables units to practice individual and collective tasks with minimal resource requirements. A key objective is to refine unit Tactics, Techniques, and Procedures (TTPs) as well as Standard Operating Procedures (SOPs) before live training events.

The Games for Training (GFT) systems facilitate Tactical Exercises Without Troops (TEWT), allowing commanders to rehearse strategies in a virtual environment. This approach enhances readiness while reducing the logistical burden associated with traditional training methods. The program supports sustained readiness by building technical skills necessary for various mission types in alignment with current military practices.

Several critical components are supported, including program management, testing, cybersecurity measures, hardware updates, and system technical support. It also ensures the distribution of gaming content through a web portal and provides technical support to the Army training community. The procurement strategy involves acquiring new gaming hardware suites and refreshing existing systems to maintain compatibility with evolving training requirements.

As part of its long-term strategy, the program aims to bridge capability gaps created by legacy trainer divestments. By aligning with the Reconfigurable Virtual Collective Trainer (RVCT), it ensures that its hardware can be integrated into future training environments. This alignment enhances current capabilities and prepares for future advancements in synthetic training environments.
Budget Trend

Gaming Technology In Support of Army Training Procurement Programs (6860NA0176) budget history and request


Interactive stacked bar chart for exploring the Gaming Technology In Support of Army Training budget
Interactive line chart for exploring the Gaming Technology In Support of Army Training budget
2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029
Actual Actual Actual Actual Actual Actual Actual Actual Actual Actual Enacted Requested Forecasted Forecasted Forecasted Forecasted
$9,955,000 $10,165,000 $9,793,000 $13,852,000 $6,487,000 $25,161,000 $13,463,000 $1,950,000 $11,642,000 $9,546,000 $9,698,000 $10,172,000 $7,335,000 $6,435,000 $0 $0

Interactive stacked bar chart for exploring the Gaming Technology In Support of Army Training procurement
Interactive line chart for exploring the Gaming Technology In Support of Army Training procurement
2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029
Actual Actual Actual Actual Actual Actual Actual Actual Actual Actual Enacted Requested Forecasted Forecasted Forecasted Forecasted
0 0 0 0 0 0 0 0 0 8 8 11 0 17 0 0
Download

FY2025 Defense Budget Detail

Loading
Loading
FY2025 Budget Released: 03/09/24