STUDIES IN SIMULATION AND GAMING
Online ISSN : 2434-0472
Print ISSN : 1345-1499
Volume 31, Issue 2
Displaying 1-9 of 9 articles from this issue
Special Section: Norms and Gaming
Preface
Special Feature Article
  • Shin Oyamada, Michiko Kimura, Shinobu Kitani
    2022 Volume 31 Issue 2 Pages 90-103
    Published: January 30, 2022
    Released on J-STAGE: February 18, 2022
    JOURNAL FREE ACCESS

    In this paper, we develop an intergenerational gaming for Fudo conservation and explore the possibility of creating an intergenerational ethics for Fudo conservation. In “Fudo Inheritance Gaming”, each player is assigned the role of village chief, and a village is developed by several generations of chiefs. In this gaming socioeconomic situation and landscape of the village changes according to the choices made by the village chiefs, and the village is passed on to the next player. The experiment of this gaming showed that the later generations tended to make choices that went against their own interest in the landscape and aimed at the balance of the village as a whole, and that such decisions may be due to their awareness of the behavioral history of the previous generation. It was also observed that some players tended to make choices that went against the wishes of the previous generation. These results indicate that the players acted according to some norm rather than their personal interests.

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  • Satoru Kawakami, Megumi Aibara, Masakazu Furuichi
    2022 Volume 31 Issue 2 Pages 104-118
    Published: January 30, 2022
    Released on J-STAGE: February 18, 2022
    JOURNAL FREE ACCESS

    The era of advancing management decision-making by making full use of information in the digital world has arrived. Most of the information is collected as big data, but in order to easily understand this and make management decisions, it is necessary to devise the display of information. Information display can be said to be the norm that connects the digital world and business owners. In this research, we proposed a map display method (Big Data Market Board display method) that instantly visualizes the big data of the market generated daily by Visual Analytics technology and contributes to management decision making. We compared this map display method with the graph display method that has been widely used so far. For this comparison, we prototyped a marketing business game that has the characteristic of repeating decision-making in a short period of time. In the marketing business game, we incorporated a model that simulates consumer behavior in a complex market by Agent-Based Modeling. This has made the marketing business game a model that gives choice of reasoning and forces advanced decision making. In this way, we evaluated the effectiveness of the display method on the map by having the simulated manager repeat the decision-making up to the “Taikyoku-Kan.” As a result, it was clarified that by using a display method that can acquire information visually, there is a difference in the information that can be read immediately, the flexibility of strategy formulation is increased, and management decision-making becomes easier.

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Invited Paper
  • Kazue Tamada, Toshiki Matsuda
    2022 Volume 31 Issue 2 Pages 119-129
    Published: January 30, 2022
    Released on J-STAGE: February 18, 2022
    JOURNAL FREE ACCESS

    In this paper, we reviewed the changes of research aims of our gaming instructional materials developed for informational moral education and examined them from the following two perspectives: gaming to nurture norms and the design principle as norms of gaming instructional materials. Regarding the former, we integrated and expanded the norms to be acquired through the “three types of knowledge,” “informatical ways of viewing and thinking,” and “warp and woof model of problem solving.” Consequently, it has been developed from cyber ethics education for safe use of computer and network in daily life, to citizenship education to evaluate whether each information system proposed by the government and private companies improves our society. For the latter, we focused on the superiority of gaming instructional materials with cognitive science keywords, such as analogy, readiness, general-purpose strategy, transfer, metacognition, etc., and developed design principles such as knowledge acquisition mode and exercise mode, utilization of log, and 5W1H frame of knowledge. Although both have been integrated once in the form of metacognitively aware and informed instruction of a normative model, curriculum design principles, like the new backward design method, will be crucial to instruct a normative model systematically with multiple gaming instructional materials.

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Paper
Peer-Reviewed Paper
  • Miki Yokoyama, Susumu Ohnuma
    2022 Volume 31 Issue 2 Pages 130-142
    Published: January 30, 2022
    Released on J-STAGE: February 18, 2022
    JOURNAL FREE ACCESS

    This study explored the effectiveness of the veil of ignorance in consensus building on NIMBY issues, focusing specifically on the selection of candidate geological disposal sites for high-level radioactive waste. Since NIMBY issues are notoriously difficult to reach consensus on, we examined the effectiveness of employing a ‘veil of ignorance’ during the site selection process. We refer to two elements of the veil of ignorance: the first is anyone can be a concerned party and the second is that individuals unaware of their interests discuss and make a decision. To establish this structure we designed a game, the “Consensus Building of High-Level Radioactive Waste Disposal Site Game,” in which anyone can be selected as representing a candidate site, and there are a type of player that discuss the value criteria for deciding a disposal site without knowing their interest. The game involves two types of players: “the local governors” who are aware of their regions’ interests, and “citizens” who are unaware of their residential regions. The game also includes a stepwise selection process: the local governors first engage in discussion, then the citizens decide on the relevant value criteria for site selection. Our results demonstrated that a selection process employing a veil of ignorance was evaluated as fair but did not necessarily lead to acceptance. This suggested that incorporating a ‘veil of ignorance’ into a consensus building process is effective, but that it is necessary to combine alternative methods to increase acceptance of the outcome of the site selection process.

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  • Hiroshi Nonami, Go Sakamoto, Shoji Ohtomo, Yutaka Tashiro, Toshiaki Ao ...
    2022 Volume 31 Issue 2 Pages 143-155
    Published: January 30, 2022
    Released on J-STAGE: February 18, 2022
    JOURNAL FREE ACCESS

    Around the location of troublesome facilities in not-in-my-backyard (NYMBY) issues, there is a tendency to prioritize the rights of concerned parties, who are more negatively affected by these facilities compared with other parties—a phenomenon which has been defined as the superior legitimization of concerned parties. However, when the concerned parties are prioritized unquestioningly, the troublesome facilities remain unbuilt and the entire society becomes worse off. There could also be a decline in people’s interest toward the problem of where to build these facilities. This study implemented two types of Who & Why Game (WWG) revolving around the location of high-level radioactive waste storage facilities and nursery schools as problematic facilities. The games were structured in a way that there was a multi-polarization of concerned parties including a party who will suffer from the location of these facilities, besides another party who will be adversely affected negatively by the decision to not locate them. In such a situation, the legitimacy of concerned parties was reduced, while the legitimacy of the government or administration were increased. We discussed theoretically the process which the concerned parties were legitimized superiorly, or how this tendency was reduced, and the potential possibilities of developing WWG.

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