Discussion on the research, development and use of gaming has been conducted on the role of facilitator. For the gaming player, though, as a game-player of homo economics, a simple player appears to be assumed. In contrast of this easiness, such as ethics and attitude towards players the facilitator should consider have been more discussed. The gaming model is a structure which is abstracted from a complex reality of our society. By participating in a gaming, each player starts gradually to recognize the complex reality and then to try to reflect on his or her decision-making behavior in their real world. This paper will try to discuss the possibility of player-centered model explicitly instead of implicitly. The complex reality to be addressed in this paper is limited to policy gaming, urban gaming, business gaming, military gaming and so on with the aim of treatment or resolution of a specific problem. Players address the real problem associated with them. In the 21st century, social and academic innovations are diffusing with the surrounding domains of the gaming. For instance, it is such as behavioral economics, neuroscience, and social networking services and business gamification in daily life. With the emergence of the second-generation gaming, the necessity of the player model would be recognized in the research, development and use of gaming.
Keeping enriched balance between the environment and the economy is the most important theme for building a sustainable local community, but this focus will be meaningless if there’s no regional identity in the community. Regional identity is related to cultural factors which have been inherited by local residents over many years. In this research, we design a role-play gaming of factory management of traditional handicrafts “paper-cutting” in an old town, China. Traditional paper-cutting in the town has been made by skilled learned craftsmen.
In the experiment role-players are three high school students. Each student put himself in assigned three factory manager and discuss on how to manage paper-cutting factories in the town under three factory managers’ and all other classmates’ observation. We focus on classmates’ rise in local culture and regional identity not to mention traditional paper-cutting, which we describe derive from their power of sympathy （ability to grasp things with emotions） for role-players.