Online ISSN : 2434-0472
Print ISSN : 1345-1499
Volume 26 , Issue 1
Showing 1-9 articles out of 9 articles from the selected issue
Peer-Reviewed Paper
  • Hirotaka Sunaguchi, Hiroaki Shirai, Ryo Sato
    2017 Volume 26 Issue 1 Pages 1-8
    Published: November 30, 2017
    Released: September 12, 2019

    The gaming is studied as one of the methodology to deal with totality of an object consisting of plural components related mutual. As part of the studies, gaming is adopted to the field of company activities such as corporate strategy and business strategy. Because market environment, financial resources and activities of the competitors change continuously and dynamically, the number of influential factors cases rises to the enormous numbers. Thus it is too hard to extract the most suitable correspondence from all the number of influential factors cases and to find a strategic meaning. In this study, we modelled a business platform as an object and practiced both gaming and computer simulation on the same model. We tried to find the strategic scenario from the gaming, and then tried to increase accuracy of the strategic scenario by computer simulation. We report the possibility of the combination of gaming and computer simulation in the field of business strategy design.

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  • Kengo Suzuki
    2017 Volume 26 Issue 1 Pages 9-19
    Published: November 30, 2017
    Released: September 12, 2019

    This study reports the designing process of a gaming developed for the interdisciplinary energy system education in the engineering courses of university, and analyzes the educational effects of the gaming. In this study, the purpose of game design is regarded as a process to design the experiences of students to achieve a learning target. The mechanism how the experiences of players are generated from rules of a game is schematized, and the designing processes of the game for the author’s class is explained. As a results of analyzing submitted reports from students after the class, two purposes of the gaming, to learn the perspective to answer the requests from society to energy system by technology selection, and to form the consensus among stakeholders by getting over the confliction of interests, are achieved well. The results indicate that the gaming is a valuable teaching method for interdisciplinary energy system education in university.

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  • Miki Yokoyama, Susumu Ohnuma, Yukio Hirose
    2017 Volume 26 Issue 1 Pages 21-32
    Published: November 30, 2017
    Released: September 12, 2019

    This study examined whether and how a veil of ignorance contributes to consensus building on NIMBY issues, modifying a game designed by Hirose (2015) that focuses on the siting of radioactive waste disposal facility. The game involves two categories of players: ‘mayors’—who are aware of their regions’ interests but can only engage in discussion, and ‘citizens’—who are unaware of their regions’ interests (i.e. operate under a veil of ignorance) yet are tasked with engaging in discussion and making final decisions. We used this game to examine the extent to which decision makers would make fair decisions, and whether interested parties (the mayors) not engaged in the decision making could accept the decisions made by the other players. In study 1, unfair decisions were observed in three of eight groups and the interested parties evaluated the decisions less acceptable. In study 2, all players had previously taken part as mayors in another game in which no consensus was achieved. All players therefore had experienced a failure of consensus. In study 2, in contrast with study 1, no unfair decisions were observed and the level of acceptance increased. These findings imply that solely making decisions while operating under a veil of ignorance is insufficient to achieve a consensus but that when such conditions are combined with previous experience of a failure to establish a consensus then both consensus and acceptance from interested parties can be reached.

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Editor’s Note