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Re: [CQ-Contest] Ham Radio in the Future

To: CQ-Contest Reflector <cq-contest@contesting.com>
Subject: Re: [CQ-Contest] Ham Radio in the Future
From: Barry W2UP <w2up.co@gmail.com>
Date: Mon, 11 Aug 2025 08:28:52 -0600
List-post: <mailto:cq-contest@contesting.com>
We don't need RF.  Let's just contest online.  Then we won't have horrible
band condx like we did (at least in the west) this past weekend in WAE.

Barry W2UP (/0)

On Mon, Aug 11, 2025 at 12:05 AM David Gilbert <ab7echo@gmail.com> wrote:

>
> A friend of mine (Bob, K7ZB) just sent me a link to a recent video
> interview of Tom, W2SC (aka 8P5A) done by W1DED.  In addition to
> descriptions of his station and approach to contesting,  Tom speculates
> on where ham radio and contesting in particular might go in the future.
> He pointed out that whatever happens will most likely be determined by a
> younger generation that isn't bound by what ham radio is to those of us
> who have been at it for a while.
>
> https://www.youtube.com/watch?v=ck-RMIyjSfI
>
> His view of the future is very interesting, and I agree that if ham
> radio survives to any significant extent it will have to change ... and
> it will likely be changed by a younger generation that comes up with a
> way to adapt ham radio to something that is more interesting to them.
>
> Personally, I've always thought that contesting should figure out how to
> become more like an online video game:
>
> 1.  Integrated computer graphics that display participants on a playing
> field ... Earth or maybe even some simulated world.  You could zoom in
> or zoom out, but the part of the world available to be seen on your
> screen could be determined by the real time propagation at that moment.
> To make a contact you'd have to zoom in far enough to see the station
> you're trying to contact, and the display would show their current
> frequency.  Real time propagation could be derived from actual contacts
> being made if everyone's computer was connected to a common server ...
> just like is done with video games.  And before anyone says that real
> time internet connectivity is an issue, keep in mind that it isn't at
> all problem for the demographic we'd be trying to reach.
>
> 2.  Multiplayer .... where every participant shows up on the screen at
> their actual (or simulated) QTH.
>
> 3.  ACTUAL COMPETITION!  Instead of just trying to make the most
> contacts and finding out at the end how you did, make each contact some
> sort of competition that gets displayed on the screen ... and have some
> way of preventing others from making a contact.  How that happens would
> depend upon the context of the particular game, just like there are
> different video games.  But the idea would be to contest each contact in
> some manner that requires either an offensive action or a defensive one.
>
> 4.  "Contacts" (whatever the game required for a point) would still
> purely come via RF ... station to station.  The video display and
> central server would only provide the environment for making the
> contacts, albeit a hopefully more elaborate and richer environment than
> whatever we currently picture in our minds while making contacts now.
>
> Some people might say that this is actually no different than a video
> game and that video games have the advantage of a level playing field
> since most computers don't hinder your play.  And that's precisely why I
> think a ham radio version might be more interesting.  Propagation,
> antennas, choice of times and bands would all make the game more complex
> than the typical online video game. The play style would be enriched by
> the variables of ham radio and the technical side of the hobby would be
> retained.
>
> The biggest problem I see with something like this is getting the
> programming done.  Successful video games can take years and lots of
> money to develop, although there are games like Valheim that didn't ...
> at least not by comparison.  However, I strongly suspect that it won't
> be too long before AI could do something like this, or at least most of
> it.  We wouldn't need the complexity of a top tier video game, and
> graphics engines are becoming increasingly accessible for simple
> environments.  Station wise, I don't think it would be any different
> than it is now to use a logger for rig control and score tracking ...
> just different software.
>
> I realize that the actual game mechanics are missing here.  That's
> because I'm not smart enough to come up with the specifics.  But I am
> convinced that something like this could be done ... it's really just a
> simple visual interface with an RF connection for the points instead of
> data packets.  The number of made contacts would be MUCH fewer than it
> is now for a typical contest, but each contact could potentially require
> more thought and focus.  Think in terms of catching fish instead of
> hammering out CQ's.
>
> Thoughts?
>
> Dave
>
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