The purpose of this study is to investigate the psychological and social factors that determine the public acceptance of small wind turbines (SWT), using a game as a new survey method. In this research, we employed a game called the Settoku Nattoku Game (SNG) (persuasion-acceptance game) as a survey tool. The game’s participants came up with the ways of introducing SWT that were, in their opinion, most acceptable for the community, and negotiated with other participants in an attempt to persuade them to accept their ideas. The study analyzed what people expect the SWT to be like, as well as the viewpoints for and against SWT introduction, based on the characteristics of the turbine introduction idea that won in the negotiating stage. The results indicated that using SNG can reveal a wide variety of viewpoints in terms of people’s evaluation. In addition, the research found that increasing wind turbines’ benefit to society by adding features that improve daily life is an important factor for public acceptance, and that “social impact” is an indispensable criterion in people’s evaluation of whether or not to accept SWT.
This research proposes both a new development framework and a game evaluation method for business game developers. The objectives for proposing a new development framework are two-fold: first, so that developers can create a business game which captures the features of the envisioned business accurately, and second, so that game players can easily understand the business’s features. Meanwhile, the latter aspect of this study aims to measure players’ understanding about the factors and structures of business games by employing a newly developed “business game understanding sheet,” and to clarify what sort of business games maximize educational effects.
In order to measure the effects of the proposed framework, we performed laboratory experiments on the “business modeling” lecture at GSSM over a two-year period. Similarly, in order to test the validity of the evaluation method, we conducted experiments on the “business game” lecture at the same university for MBA students already in the work force. From these experiments, our main conclusions are as follows: First, games developed using the framework can tell players the features of the business. Second, the proposed framework can prevent creators from failing to convey their ideas effectively. Also, our results imply that the framework is useful for presenting the development procedure and sharing knowledge among game developers.
The Science Council of Japan published a statement titled “Code of Conduct for Scientists” in 2006. Although the statement is addressed to individual scientists, there was a request to universities, research institutions, academic associations, and such, titled “Toward Autonomous Implementation of the Code of Conduct for Scientists,” added to it. This paper discusses from a researcher’s perspective how JASAG should treat the issues raised in these statements. Since the author is an educational technologist, this paper focuses on the educational aspects of the relevant issues. First, it discusses the difference between an ethical approach and a moral oriented approach. Next, it proposes to utilize simulation and gaming methods as tools to manage the issues. In addition, it proposes to utilize the association’s journal to discuss the issues by laying out various approaches in the research and practice of simulation and gaming designed to foster autonomous problem-solving skills.
The FUGI (Futures of Global Interdependence) global modeling system has been developed as a scientific policy modeling and future simulation tool of providing global information to the human society and finding out possibilities of policy coordination among countries in order to achieve sustainable development of the global economy co-existing on the planet Earth in the ever changing universe. The FUGI global model M200 classifies the world into 200 countries/regions where each national/regional model is globally interdependent. Each national/regional model has nine subsystems as population, foods, energy, environment, economic development, peace & security, human right, healthcare and quality of life (IT revolution). This is a super complex dynamic system model using integrated multidisciplinary systems analysis where number of structural equations is over 170.000. Economic model as a core includes major economic variables such as production of GDP, employment, expenditures of GDP, income distribution, prices, money, interest rates & financial assets, government finance, international balance of payments, international finance, foreign exchange rates and development indicators.
The purpose of this report is twofold, namely to provide information on a new frontier science of economics: global model simulation as a new seed for sustainable development of S&G as well as appropriate policy exercise for sustainable development of the interdependent global economy. The world economy is facing “green” energy revolution to change from fossil to create alternative energy and energy saving technology against sky rocketing higher oil prices. Japan takes a lead in this field of technology innovation. Under such circumstances, Japan should take an initiative to create a new peaceful world through not only harmonized adjustments of Japanese economic policy but also wise cosmic mind to promote human solidarity with the ever changing nature will be desirable to adjust orbit of the fluctuated global economy. Japan should challenge for a new strategy to accelerate economic growth rates by “C02 reducing environment investment” based on technology innovations.