SIMINSOC, designed by Hirose (1997) based on Gamson’s SIMSOC (1991), is a popular game in Japan with the main themes of conflict resolution and addressing environmental problems. Hirose (2000) examines this game in terms of its usefulness as medium for understanding multiple dimensions of reality. To achieve the best results, however, debriefing is crucial, and yet a specific method of debriefing has not been explicitly devised. This paper provides a discussion of the issues of debriefing in SIMINSOC and its organization. First, using the data of seven runs with about 250 players, the general flow of SIMINSOC is determined. Then, typical and unusual tendencies shown in the seven runs are summarized. Finally, a new method of debriefing is presented. The method described calls for reports to be written from a changing viewpoint, beginning with the first person and moving through to the third. For example, a player belonging to the rich group begins by writing a first-person report from the viewpoint of the rich, then interviews the poor and writes in the second person from the viewpoint of the poor, finally integrating them using the third person voice. It is believed that this method promotes understanding of multiple dimensions of reality.
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