Trials are just beginning in the use of 3D-MUD (Multi User Dungeon) for cross-cultural understanding in classrooms, so consideration should be made to derive ways of effectively using it. This paper reported practices of forming international friendship with 3D-MUD games, and proposed one of the effective ways to enhance international friendship using 3D-MUD. Four games were designed in this paper, and all games did not require knowledge of languages and they had interdependent goals which require the cooperation of all participants in order to attain the goal. In this game, students who have never studied foreign languages could also enjoy international exchange. Four games were played seventeen times in Japan and Korea, whereby 25 Japanese and 25 Korean undergraduates participated and gave their impressions on the usefulness of these games. Based on their comments, the effectiveness of those games for the formation of international friendships was discussed. The result of our trials suggested that current 3D-MUD technology could produce useful games for international friendship.
To analyze the effect of reputation management systems, we developed a C2C market platform and used it in virtual transactions to test such a system; we examined the information that individuals focused on in the C2C market. Several researches revealed that a reputation management system allows participants to behave cooperatively. However, discussions are not made on what kind of information is important for decision making to select sellers or buyers, although identifying the information is necessary to design effective reputation management systems. According to the result of our experiment with the experimental system, we found that over 80% of participants behaved cooperatively. However, some participants accumulated a high reputation in the early round of the experiment, and then exploited cooperative participants with the high reputation and defective action. The result indicates the presence of vulnerability of the reputation management system. Based on analysis of information on behavior, we also found that cooperative participants often referred to the number of defects and the duration of ID unchanged. The result indicates cooperative participants prefer to choose risk adverse and trustworthy people to make a deal.
I have been engaged in the development of business games for ten years. In 2002, I established a game publishing company which focuses on business games, and I developed “SIM marketing™”, which dealt with several models of marketing. These experiences provided me with ideas and tips for designing business games. This article stipulates some of these ideas and tips, such as “Circle of Games” and “Principle of Three”. The former emphasizes that designers should consider the roles of facilitators and players in addition to their relationship. The latter refers to the ideal number of players in a multiplayer business game so that it can be enjoyed and prove to be fruitful. In addition, this article discussed two kinds of mismatches in management that leads to uncreative companies. One is the mismatch between labor and top managers, and the other is the mismatch between university students and companies. Top managers of creative companies consider it necessary to provide business management training to their employees, and likewise employees think so too. When we design business games, these points of view should be considered.