STUDIES IN SIMULATION AND GAMING
Online ISSN : 2434-0472
Print ISSN : 1345-1499
Volume 32, Issue 2
Displaying 1-6 of 6 articles from this issue
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Peer-Reviewed Paper
  • Hiroshi Nonami, Go Sakamoto, Shoji Ohtomo, Yutaka Tashiro, Toshiaki Ao ...
    2022 Volume 32 Issue 2 Pages 35-47
    Published: December 20, 2022
    Released on J-STAGE: December 28, 2022
    JOURNAL FREE ACCESS

    Around the location of stigmatized facilities, people regard local residents as the concerned parties, who are more negatively affected by those facilities, and unquestioningly prioritize the rights of them compared with other parties. This phenomenon has been defined as the superior legitimization of concerned parties. However, when the concerned parties are prioritized unquestioningly, chain of rejections of the facilities by all dominions should undermine total social benefits, because many stigmatized facilities are in not-in-my-backyard (NIMBY) issues. Moral foundations inducing intuitive judgements are hypothesized to determine the unconscious prioritizing the concerned parties despite the irrational goals. The present study arranged two types of concerned parties around the high-level radioactive waste storage facility, which are residents in a dominion of the location site for the facility, and residents in other dominions of nuclear power plants in Who & Why Game on the Web (Web-WWG). The former will suffer from the location of the facility, besides the latter will be adversely affected negatively by the decision to not locate it. The superior legitimization of the former was reduced in the multi-polarization of concerned parties who conflict on their interests. Furthermore, effects of moral foundations on the former’s legitimacy were observed. We discussed intuitive processes which might background the superior legitimization of concerned parties.

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  • Shin Oyamada, Michiko Kimura
    2022 Volume 32 Issue 2 Pages 49-60
    Published: December 20, 2022
    Released on J-STAGE: December 28, 2022
    JOURNAL FREE ACCESS

    One of the causes of clothes-related problems such as mass disposal of clothes and labor injustice in the production process can be attributed to the lack of socially constructed ethics of clothing. Based on this assumption, this study designs and implements a gaming named “BAZAAR” that promotes creating an ethics of clothing. In this gaming, players give and receive unnecessary clothes to each other through presenting new ways to relate to clothes in a narrative format, discovering various values of clothes. Then, at the debriefing, the players mutually recognize the ethics of clothing by discussing the value of clothes that can be protected by practicing the new way of relating to clothes, as well as the difficulties of its implementation and the solutions. We developed three hypotheses related to changes in players’ awareness, including “how they view clothing” and “respect for the values of clothes for others.” The implementation experiment of BAZZAR has been conducted and the results were consistent with the hypotheses.

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