Online ISSN : 2434-0472
Print ISSN : 1345-1499
Refereed Papers
“Report Writing with Changing Viewpoints” as a Method of Debriefing: Application to the SIMPLIFIED SIMINSOC
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2012 Volume 22 Issue 1 Pages 109-121


SIMPLIFIED SIMINSOC is a simplified version of SIMINSOC, which was designed by Hirose (1997). Both SIMPLIFIED SIMINSOC and SIMINSOC arc simulation games whose themes are resolving regional conflicts and addressing environmental issues. The purpose of SIMPLIFIED SIMINSOC is to promote awareness of different understandings of the multiple dimensions of reality. To achieve and confirm this purpose, the process of debriefing is crucial. This paper reports the process and results of using SIMPLIFIED SIMINSOC and discusses a method of debriefing called “Report Writing with Changing Viewpoints,” which is proposed for use with SIMINSOC.

After the general flow of SIMPLIFIED SIMINSOC is described using data of eight runs with 445 players, the study is presented. The results of three opinion polls, which were collected during the run, directly following the run, and one week after the run, were analyzed. Additionally, a debriefing method called “Report Writing with Changing Viewpoints” was conducted. This method began with the participants writing a first-person report and then interviewing players representing the opposite perspective or situation (e.g., the “rich” interviewed the “poor” and vice versa) and writing a second report from the opposite viewpoint. Finally, each participant wrote a third report from an integrated viewpoint, combining and reconciling the two perspectives. According to the results of the three opinion polls, wide perception gaps between the “rich” and the “poor” during the run were reduced after debriefing in two items; one is "the rich are responsible for problems of poverty” and the other is “the rich have a duty to contribute food”. Debriefing using the “Report Writing with Changing Viewpoints” method seemed to have a bigger effect on the “rich”than the “poor”. The limitations of the study and future research directions are discussed.

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© 2012 Japan Association of Simulation & Gaming
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