In this paper, we develop the artificial vegetables and fruits market with multi-agent model. In real vegetables and fruits markets, they have three different dealing forms. In the proposed artificial market model, these dealing forms are made at modeling. And an each agent in the model choice his participating dealing forms for his benefit. The proposed model is made at microscopic level rather than macroscopic model of time series analysis.
As a result of the simulation, the price volatility and the dealing forms rate were about equal to real market. Then, from investigating the parameter importance of each agent, we found the role of the dealing form in the market. In addition, we could indicate that increasing demand rate make decreasing auction dealings.
The main objective of this article is to critically discuss the applicability, advanced perspectives and significance of social psychological inquiries and developments using agent based systems. In social psychology and its related fields, it is becoming apparent that there are multiple advantages for exploring social modeling and simulations as well as computational engineering based on agent technologies. With this in mind, I attempted to clarify some controversial viewpoints such as artificial social systems, economical issues, geospatial information systems, ubiquitous computing and other related issues. I believe these discussions can encourage social psychological studies to progress more widely in the future.
The present study attempts to explore the possible domains of JASAG’s research and educational projects within the context of the main theme of ISAGA2003, “Social Contributions and Responsibilities of Simulation & Gaming.” A content-analytic survey was conducted in order to understand research scopes and perspectives of JASAG since its foundation in 1988. By analyzing the titles/themes of a series of Proceedings of JA SAG Annual Conference and the Association’s official journal, “Studies in Simulation and Gaming,” the study seeks to create an opportunity to reflect upon JASAG’s past activities, and to redefine our “contributions and responsibilities” to studies of simulation and gaming. A set of preliminary findings shows that approaches from economics, education, and social psychology have been increasing over the past few years.
During the 34th annual, international conference of the International Simulation And Gaming Association at Kazusa Akademia Park, Chiba, Japan, the first day was dedicated to ISAGA/JASAG Symposia with as special topics, The past, present, and future of JASAG and The contribution of JASAG to Simulation & Gaming. Both symposia offered a broad perspective on the prevailing simulation and gaming theories and methodologies in Japan. That review made clear that the house of simulation and gaming accommodates two different communities that arc living-apart-together. The related communities of observers, and communities of practice form a so-called LAT-relationship. The field of simulation and gaming can only advance as a meta-discipline, if both communities are willing to enact a process of cross-fertilization. JASAG is in a unique position to embark on a long-term project of cross-fertilization between both communities. Unique in the sense that to my knowledge no other gaming and simulation association in the world has such a strong and vital constituency grounded both in the communities of observers and the communities of practice. In this paper, I offer a framework and a strategy for such an approach.
One of the major purposes of formal education is to help students develop a sense of “zest for living” as defined by the latest Ministry of Education guidelines. The present paper reformulates this definition as a practical skill that helps make a substantial contribution to society. In the field of teaching social studies, the purpose can be divided into two sub-goals. The first is to help pupils and students acquire a body of knowledge that is usable in an actual social context. The second sub-goal is to provide them with guidance on the way in which they look at social reality objectively. In the past the instruction seems to have emphasized the acquisition of knowledge rather than the use of it. It also seems that teachers have neglected to teach pupils and students the skills of identifying and solving a variety of problems on their own initiative. The present paper is an attempt to cast empirical light on these issues. In so doing, a set of materials will be presented along with a guideline as to how the present author used them for a teacher training session. The materials were ones which had been so constructed that they might help in-service teacher trainees acquire the skills of identifying and solving problems by using role-plays (so-called ‘gaming simulation’) under the topic of whether or not promotion should be made for merging municipalities in local areas. The paper concludes by summarizing the effective use of the materials, and suggesting various issues that should be addressed in future research.
The limit of top down type agriculture and rural policy has become clear now, and the new rural revitalization policy which utilizes local resources has been examined. In such situations, a lot of local governments have been attempting rural revitalization activities, which involve participation of inhabitants of the rural community. However, since local government and residents don’t have experience with such a participatory approach, effective results are not obtained.
In this paper, we proposed the direction of rural community revitalization and summarized the characteristics of the social decision-making process in a rural community. Next, we explained the TN method and the prediction simulator of rural community movement in order to support the revitalization activities of local government and residents. Furthermore, we clarified the aims and functions of S&G which have been able to effectively utilize participatory rural revitalization activities.
We may have been blind to the local context at the level of regional planning because of the wave of globalization, which applies pressure on local governments to compete with each other to make their community development efficient. At the community level, citizens are leading their lives in relatively small areas and making stories by events retrospectively; that is, the regional environment is not only making citizens’ themselves but also, they are making their environment. I call this environment “regional context” or in other words we can say “collation system with ourselves.” This paper proposes a new type of role-playing gaming that makes citizens aware of the regional context, where they discuss their community development or regional planning while observing discussions of strangers who role play real citizens. One of the findings in the paper is that the gaming facilitates an awakening of regional context in citizens who engage in official work.