In this article, I will explain the author’s action research, focusing on the gaming exercise, with a focus on “wicked problems” as a deepening of the social engineering approach (problem solving approach), including its methodology. I will also focus on a gaming exercise on the international interuniversity transfer of the rights conversion type redevelopment project game URPG as an example and report its implications. With regard to a gaming exercise, I describe the design of the ULPG and the transfer from Nagoya to Kabul, based on the overview and history of the rights conversion approach and the formalized description of the rights conversion to be added to a multi-sector system. Also, the difference between social systems (cultural practices) related to the legislative preparation is highlighted from the episodes of debriefing and subsequent discussions, and as a result, it is linked to the amendment of the draft legal code prepared by the Afghan government. In addition to showing the prospects obtained from the exercise, I also mention the conditions for achieving the exercise.
In the present paper, I explore several issues regarding the quality and ethics of gaming and simulation research. First, I introduce my experiences as a gaming researcher, as these experiences have a close bearing on the issues that have stimulated my interest. Second, I point out four issues that arise when I use games in educational settings. Third, as a designer of the disaster training game “Crossroad”, I introduce some new issues that I have not encountered as a mere facilitator or user of games, the foremost among these being quality control of the game. Finally, based on the preceding discussion, I emphasize the need for a code of ethics or a code of conduct for simulation and gaming researchers and practitioners.
Simulation & Gaming is used as a methodology for education and research related to various issues. In order to properly evaluate the results of research that employed a specific methodology, it is necessary to understand them based on the underlying philosophical assumptions. Taking into account recent environmental changes that surround us, this paper examines the way of exploring knowledge and methods by using Simulation & Gaming to solve problems and challenges in diverse areas, and also points out that co-creation process between game designers, users and players is an important aspect of Simulation & Gaming.
The objective of this research is to evaluate effectiveness of a supply chain business game, CANDY OG as an educational tool to consider issues arising from conflict of Key Performance Indicators (KPIs) of supply chains and values of collaboration. Supply chain broadly manages its performance by aiming at optimization of respective KPIs. However, there emerges conflict of behaviors inside of and between supply chain organizations, as they aim at improving different KPIs. It is then essential to develop talents who can manage conflict of KPIs to optimize supply chain performance. The potentials of a business game are highlighted as a method to simulate diversified behaviors of people and organizations. CANDY OG was developed as the business game where players learn from experiencing the contrast contexts where each player aims at their local optimization and where all aims at global optimization. The game was played three times as experiments. CANDY OG is evaluated by observations of the gameplay as well as oral and written feedbacks from the sample participants, regarding their simulated experiences and their reflections. Hence, the experimental results indicate possibility that CANDY OG offers an effective opportunity to consider issues arising from conflict of KPIs and values of collaboration.
To understand social and organizational phenomena and connect them to the design of a system, an approach to implement an agent-based model and a case study have been proposed. In this study, we propose a methodology that extends the approach to the following two points i.e., 1) analyzing not the micro-level simulation logs themselves but the patterns of micro-level logs and 2) describing the interpretations of the business cases formally by using an abstract description language. To confirm the feasibility of our proposed methodology, an agent-based model that expresses the decision-making process concerning external environment recognition of an organization was established. For systematically analyzing, we generated the simulation logs from the model via many trials by using the random search method comprehensively. Furthermore, we adopt the Managerial Decision-making Description Model as an abstract description language and wrote down two actual business cases with similar themes; a top-down-type decision-making case and a bottom-up-type decision-making case. Moreover, the comparisons of the business cases with similar themes were performed. Hence, this new methodology enables 1) to comprehensively understand the results and processes of the simulation and to discuss the occurrence frequency and 2) to express the simulation logs and actual business cases in the same format by case description language to compare them.