STUDIES IN SIMULATION AND GAMING
Online ISSN : 2434-0472
Print ISSN : 1345-1499
Volume 16 , Issue 1
Showing 1-20 articles out of 20 articles from the selected issue
From the Editorial Committee
Individual Paper
Invited Paper
  • Kayo NAKAGAWA
    2006 Volume 16 Issue 1 Pages 5-11
    Published: June 25, 2006
    Released: August 28, 2020
    JOURNALS FREE ACCESS

    The present paper seeks to consider the relation between the way of direction and the effects of game-based learning in higher education, as well as presenting the author’s own practical applications in this context.

    In learning by simulation games, the fact is that this meaningful experience takes it from the realm of mere experience to that of a learning experience. By ascribing meaning to this experience―effectively conceptualizing it― learning takes place during the game itself, through ensuing reflection and then continues after the game. The practical application of games therefore takes on significance in higher education with this reflection, performed at a high level.

    When games are adopted in education, they provide a path to discovering laws and conceptualization. Furthermore, methods and timing in the supply of information required for conceptualization are important points. It is also important to have an appropriate structure for autonomous learning among the participants themselves and one that is also suitable as a backup. In addition, adequate planning is important in the post-game learning schedule.

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Refereed Paper
  • Kenji NAKANO, Takao TERANO
    2006 Volume 16 Issue 1 Pages 13-27
    Published: June 25, 2006
    Released: August 28, 2020
    JOURNALS FREE ACCESS

    This paper reports a new business gaming model, which aims at the integrating of Case Method and Business Gaming. In this model, we design decision-making structures of corporate managers and develop a framework to implement them as a business game. The model contains a quantitative corporate model with both middle-term business policies and short-term business operations. Based on the proposed model, we developed a business game, which simulates a case of research and development of “Asahi Super-Dry” to demonstrate the effectiveness of the model. This paper also evaluates the developed game through intensive experiments with undergraduate and graduate students in business administration. The results quantitatively suggest that our approach to the integration of Case Method and Business Gaming is effective for experiential learning in a business task domain.

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  • Arata ICHIKAWA, Mieko NAKAMURA
    2006 Volume 16 Issue 1 Pages 29-36
    Published: June 25, 2006
    Released: August 28, 2020
    JOURNALS FREE ACCESS

    This paper introduces PROFILE GAME as an initial relationship gaming in social groups. It is presumed that human behavior is constrained by the role people play to establish what we call social networks within their given social context. As recent communications technology forges ahead, the world of social networks is being dramatically expanded into a blend of the real world and the virtual world.

    This game is designed to enable players to understand not only conventional relationships in the real world but also human relationships in virtual space. The game has fundamentally two phases, the face-to-face context phase and the electronic meeting context phase. Also, the experiment was conducted and examined on the assumption that the qualities of human relationships in virtual space can be understood only when compared with those of human relationship in the real world.

    This paper concludes that PROFILE GAME would be effective for establishing initial relationships among players in a virtual meeting space thus preventing them from communication breakdown.

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  • Junkichi SUGIURA, Toshiko KIKKAWA, Aiko SUZUKI
    2006 Volume 16 Issue 1 Pages 37-49
    Published: June 25, 2006
    Released: August 28, 2020
    JOURNALS FREE ACCESS

    The purpose of this study is to develop and evaluate a negotiation game which simulates sales situations by modification of the persuasion game named “SETTOKU NATTOKU GAME” (hereafter abbreviated SNG; Sugiura, 2003), which was originally developed as a tool for environmental education. Settoku means ‘persuade’and Nattoku means ‘be convinced’ in Japanese. This new variation, called “SNG: SALES”, and also the original SNG, consist of three phases. In the first phase, players develop ideas of articles of commerce such as umbrellas or glasses on an individual basis. In the second phase, they are assigned either of two roles, i.e., seller or buyer. Sellers are required to sell as many articles as possible which they devised within the time limit, while buyers are required to buy articles they want wisely with a limited amount of money. In the third phase, players change their roles of sellers and buyers. University students participated in the games as players, and the evaluations of games were satisfactory. The authors also discussed possibilities of the SNG as a frame game for consumer education and negotiation skill training.

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