applications of simulation and gaming to psychology: a
TRANSCRIPT
Vol. 22 Special 77
Applications of Simulation and Gaming to
Psychology: A Brief History and a
Look into the Future
Toshiko Kikkawa (Keio University)
Abstract
This paper discusses ways in which simulation and gaming have been applied to the field of psychology, in gen
eral, and to social psychology, in particular, in Japan, where they have been applied as a research tool and as an
educational tool. In general terms, social psychologists started to use games as a research tool in the 1980s and
later expanded their use to the field of educationin the 1990s. During the 2000s, research and educational uses
were integrated. Moreover, research into group dynamics introduced gaming approaches to social psychology.
Although educational applications were initially limited to higher educational settings, efforts to expand these ap
plications to elementary or secondary education have been, and are still, ongoing. Additionally, the movement to
wards such fusion has been characterized by an interface between academia and practitioners. In other words,
the future of this field seems promising in view of the ongoing incorporation of gaming into the real world.
Key words: Social psychology, research tool, educational tool, Simulation and gaming, Group Dynamics.
Introduction
In this paper, I present a brief history of attempts to
use simulation and gaming to understand psychological
issuesin general, and social psychological issues in partic
ular, in Japan. Such attempts typically adopt one of two
approaches: the use of simulation and gaming as tools for
research, or as educational tools. Additionally, approaches
that integrate research and educational goals have also
recently emerged.
Research Tool
In Japan, the application of simulation and gaming to
issues in social psychology probably started with the for
mulation of game theory, which has a long tradition that
includes a considerable body of research. Gaming-simula
tion studies followed the development of gaming theory.
As a starting point for this discussion, I will introduce
the extensive review performed by Shimizu (1989), a Jap
anese social psychologist. He pointed out that gaming
simulation has two main streams: one involves "rigid
games" and the other involves "free games". Rigid games
derive from game theory and include experiential games
that are played with strict rules. In comparison, free
games derive from group dynamics and expand gaming
to include frameworks that allow participants to behave
freely in simulated situations.
Abstract
t I A Experiments IIA illA
using games
I B II B Simulated illB experiments
IC IIC illC Gaming Concrete
Small-scale • -Large-scale
Figure I Classification of games by abstractness and scale (Shimizu, 1989)
Shimizu (1989) suggested that many instances of simu
lation and gaming can be placed on a continuum between
these two endpoints and offered the framework shown in
Figure 1. He used two dimensions to categorize gaming
and related techniques: the level of abstraction, and the
scale. Experimental games (e.g., Prisoners' Dilemma or
Dollar Auction: Shubik, 1971), were categorized as ab
stract and small scale (I A), and educational games were
categorized as concrete and large scale (III C). In the fol
lowing discussion, I will focus primarily on the gaming
categories developed by Shimizu and will refer only rare
ly to "experimental games" and "simulated experiments"
(II B).
In Japan, one of the history-making applications of free
games was the introduction of SIMSOC (Gamson, 1978) in
78 Studies in Simulation & Gaming
the 1980s (e.g., Shimizu, 1985). As group dynamics is a
significant focus of social psychological research, other
games during that time, such as ST ARPOWER (Shirts,
1969) and The Commons (Powers, 1987), focused on inter
and intra-group relationships.
During the 1990s, a new research trend emerged, and
researchers began to design original games. A leading
example of this trend was the development of SIMSOC
by Hirose (1997), which modified SIMINSOC to fit re
search needs (e.g., exploring intergroup relationships, in
terpersonal conflicts, prejudice, etc.). The Sea-pollution
Game (Nonami, 2001) and the Industrial-waste Dumping
Game (Ohnuma and Kitakaji, 2007) were also part of this
trend.
As a social psychologist, I can understand why mem
bers of this field seemed to be so enthusiastic about simu
lation and gaming. Indeed, the dominant approach adopt
ed by social psychology had involved conducting exper
iments in scientific and highly controlled settings that
were sometimes highly artificial. In contrast, free games
(i.e., gaming) seemed to have ecological validity (Brewer,
2000), as participants were observed in more natural situ
ations. That is why gaming has attracted many social
psychologists, especially those who study group dynam
ics. In his article, Shimizu (1989) also referred to Tajifel's
(1972) prediction that simulation studies might be the
best approach for social psychology in the future. This
prediction was based on his concern that critical social
variables were being ignored in highly controlled experi
mental settings.
Returning to the case of SIMSOC, much quasi-experi
mental research was performed. Here, I use "quasi" be
cause minimal control was exercised over experimental
situations. In many cases, independent variables (e.g.,
group size) were manipulated during the game, and
dependent variables (e.g., differences in cognition between
groups (Karasawa, 2002) and group polarization (Arima,
2012) were measured after the game via questionnaires.
Educational Tool
The use of simulation and gammg as an educational
tool has become more prevalent in Japan, especially for
employee training. Indeed, many Japanese companies
have introduced simulation and gaming for this purpose,
although words suchas "game" are often intentionally or
unintentionally omitted from the descriptions of these
programs.
An emphasis on off-the-job (off-JT) compared with on
the-job (OJT) training in Japan formed the context in
which this use of gaming became prevalent. Because off-
JT is less realistic than OJT, the relatively abstract train
ing using gaming, simulation, and related techniques has
frequently been used as part of off-JT training.
Among the most famous and influential examples of re
lated techniques is the KJ method, which was originally
created by the anthropologist Jiro Kawakita as a tech
nique to sort qualitative data (Kawakita, 1967). Its use
was later expanded to include serving as a method for
structuring discussion. The KJ method proceeds as fol
lows: First, using brainstorming or similar techniques,
participants generate as many ideas as possible and
write them down on cards. Second, they sort the cards
according to criteria developed by examining all of the
cards for similarities and differences. Third, ideas are
combined into progressively smaller numbers of catego
ries. The KJ method can be thought of as a method for
guiding discussion or problem-solving because lively dis
cussion occurs when the aforementioned procedure is fol
lowed.
Another potential focus for gaming-like methods in J ap
anese companies would be the creation of a bottom-up at
mosphere in the workplace. A representative example
would involvethe quality control (QC) circle, in which em
ployees take the initiative for addressing problems in the
workplace and for improving the quality of products
through discussions that are not started via a top-down
decision made by management. This atmosphere might
be especially amenable to a gaming-like method involving
spontaneous participation by players.
Games have also been used in the context of school
based education, especially to teach communication or so
cial skills within institutions of higher education (e.g., Tsu
mura and Yamaguchi, 1992). Examples of these sorts of
games include Desert Survival and Who Shall Survive.
Additionally, games designed to generate experience
with group decision making, leadership, communication,
and so on have frequently been used in classes.
Christian universities such as Rikkyo University in To
kyo, Nanzan University in Nagoya, and Poole Gakuin Uni
versity in Osaka were among the first to incorporate
gaming into their curricula. Although these games were
initially used for spiritual education, some of these univer
sities now offer graduate courses for training professional
gaming facilitators, a reflection of the increasing interest
of universities in gaming.
Clinical psychology is another major field using games.
Indeed, considering its origins in the theory of group dy
namics developed by Lewin (1951), sensitivity training
can be interpreted as a kind of gaming. Additionally,
transactional analysis can be interpreted as a type of
Vol. 22 Special 79
gaming in that it is literally described as a "game" (Ber
ne, 1964). Transactional analysis defines a game as a se
ries of complementary and hidden transactions that pro
ceed toward a predictable outcome. These games, which
typically have a fixed number of players, are usually
played by means of parent, adult, and child ego states;
however, an individual's role can shift, and people can
play multiple roles. Therefore, transactional analysis can
be interpreted as a combination of games, in a narrow
sense, and as role playing.
The use of simulation and gaming in secondary and el
ementary school education was not common until recent
ly. This is partially because the word "game" is associat
ed with fun and is not considered sufficiently serious for
use in education. (TheJ apanese did not adopt a new word
for "game" but, instead, used the same word and pro
nounced it geimu in Japanese)
Outside the context of schools but within the domains
of economic development and cross-cultural communica
tion, games such as the Trade Game and BafaBafa
(Shirts, 1977) have also been used, although users have
had little or no connection with the simulation and gam
ing community (e.g., Yashiro et al., 1998). These games
are used by NGOs or independent groups that have an
interest in these problems.
One exception to the aforementioned discussion may
involve reports of the intensive introduction of computer
ized games during the 1990s. For example, Balance of the
Planet, which was designed for environmental education,
was introduced into schools by Mr. Mitsuhashi, a junior
high school teacher and J ASAG member. Additionally, as
interest in "serious games", increased, digital games were
introduced during the 2000s. I use the term "serious
game" in a rather broad sense such as using games for
the purpose of solving problem, to a greater or lesser ex
tent.
For example, Nintendo's DS games, used to improve
calculation skills or to learn Kanji (Chinese characters),
were introduced in elementary schools. This kind of in
troduction may have been limited because these games
were designed to improve simple cognitive tasks or for
repetitive learning. Therefore, the introduction of gaming
to secondary and elementary schools remains limited
from my perspective, especially considering the enor
mous possibilities for using gaming as an educational tool
to improve complex cognitive skills or learn about social
systems.
Although there has been widespread use of games in
the field of education, relatively few studies have scruti
nized their educational effects. However, observations
support their effect on motivation, especially in education
al settings.
One exceptional study that explored the educational ef
fects of gaming was conducted by JASAG members,
Kashibuchi and Sakamoto (2001). Their research, based
on data from a carefully designed experiment using
Pomp and Circumstance (Greenblat et al., 1978), found
that this game was effective for providing sex education
to Japanese high school students. The authors also under
scored the importance of how the game was played be
cause it was more effective when students adopted sex
roles other than their own.
Fusion
During the twenty-first century-that is, from about
2000-a new trend has been emerging in the field of psy
chology: the fusion of gaming as a research and educa
tional tool. The word "fusion" refers to Japanese social
psychologists' practice of actively introducing games to
educational settings while also using them as research
tools, to simultaneously study both social behaviors and
educational effects.
This kind of fusion originated with Inter-Nation Simula
tion (INS), which was developed by Guetzkow (1959). INS
aimed at building models of international relationships
from a research perspective and was simultaneously
used to teach university students about international ne
gotiation. In that sense, the fusion under discussion is not
the first instance but can be interpreted as a kind of re
vival. However, two differences between the present and
previous attempts at such fusion should be noted. First,
the present trend emerged from increased recognition of
simulation and gaming by psychologists, which occurred
decades after the games' initial introduction. Second, the
structures of the newer games are relatively simple, with
rules that more easily lend themselves to playing than
did the rules of earlier games, most of which simulated
the complicated structure of real society, leading to com
plicated rules. In the following, I introduce two examples
of these games; these are frame games, which can be
used to create variations and applications.
The first example is the Setttoku-Nattoku game (SNG)
developed by Sugiura (2003). In Japanese, settoku means
persuasion and nattoku means understanding after delib
eration. This game can be categorized as a kind of role
playing game in that participants are divided into two
groups, and each group is given a role as a "persuader"
or as one who is to be "persuaded". The persuader is re
quired to persuade the individual. The persuaded is re
quired to refuse the other's persuasion and provide rea-
80 Studies in Simulation & Gaming
sons for not accepting the persuader's arguments. When
the persuaded participant ready to accept the persuasion,
s/he signs the persuader's card, which contains the per
suader's original idea. Roles are exchanged at a certain
time, allowing each participant to experience both roles.
This game was originally designed to open dialogues
among interested parties about environmental issues.
However, persuasion is not restricted to environmental
problems, as the game allows for more general areas of
discussion. Thus, SNGs have eventually emerged on a va
riety of topics, including health promotion, sales negotia
tion, consumer education, and so on. Contrary to the im
pression made by its title, settoku (persuasion), SNG offers
an opportunity for players to reflect on their vulnerability
to persuasion, which usually emerges in a covert or de
ceptive way. This kind of experience leads to create re
sistance to persuasion.
Fusion does not refer only to the integration of re
search and education. The second example I introduce
here involves academics and more practical fields, and
the name of the relevant game is "Crossroad" (Kikkawa
et al., 2004). This game was originally aimed at training
for disaster preparedness and responsiveness. About 10
years after the Great Hanshin-Awaji earthquake in 1995,
which had its epicenter beneath Kobe, extensive inter
views were conducted with Kobe city employees who
had participated in the response to the disaster.
In the game, the results of the interviews are de
scribed on "episode cards" as dilemmas that people may
face in disaster situations (see examples shown in Table 1).
Each group of five to seven players reads each episode
card, and each player then predicts the majority opinion
by choosing a "YES" or a "NO"' card provided to them.
Players gain a blue zabuton (a point) if they correctly pre
dict the majority opinion. When a player in a given group
offers a prediction that differs from those offered by the
rest of the group, s/he gains a gold zabuton (a point). Dis-
cussion about the situation follows each round. At the
end of the game, when all 10 episode cards have been
read, the person with the most zabutons (points) wins.
Many variations of this game have been produced and
played since its publication (Kikkawa et al., 2009). The
themes of these variations have not been restricted to
natural disasters. For example, situations involving food
risks and infectious diseases form the themes of some of
these games. Because the rules and the game structure
are relatively simple, people other than the game design
ers can create original episode cards and play the game.
Thus, personal experiences or lessons learned from the
experiences can be described on cards and shared by
many players. In this sense, the game has been evolving
at the grassroots level.
After the 2011 off the Pacific Coast of Tohoku Earth
quake that occurred on March 11, 2011, various actual di
lemmas were added to this game. One example is includ
ed in Table 1. As the ancient Roman philosopher Seneca
the Younger said, "We learn by teaching," (Docendo Dis
cimus) this game offers this kind of opportunity.
Such instances of fusion have also been attracting the
interest of the Japanese government. The Ministry of En
vironment developed an environmental education game
in collaboration with a social psychologist (Aizawa, 2007).
The Pandemic Flu game, which uses a rule known as
quartett in German or "happy families" in English, was
created and distributed by the Ministry of Health, Labor,
and Welfare. "Crossroad: Food-safety Version" was used
by the Food Safety Commission. Local governments are
also interested in using games. The aforementioned SNG
game has been used to help municipal employees im
prove their communication skills.
Ordinary people with an interest in educational games
have also designed games. One example is The Govecho
(The Governmental Choice, pronounced Gabacho in Japa
nese), which was developed by the NPO Himawari-no
Table 1 Examples of Crossroad
[Kobe 1002] You are: Senior Administrative Officer. Twenty-four hours have passed since the earthquake. The city hall is full of people who have been evacuated, but the hall is not an authorized evacuation center. Do you force them to leave the city hall? YES (force them out)/NO (do not force them out) [Kobe 1016] You are: A city employeewho is in charge of the mortuary. You are laying out remains. There are not enough staff to deal with the extent of the task, and you yourself are exhausted after several hours of work. Do you take a break? YES (take a break)/NO (continue working) [3.11 Earthquake 1016] You are: A citizen who works as a volunteer at an evacuation center. You are distributing food: 150 loaves remain, but their expiration date is today. Do you distribute them to whoever wants them? YES (distribute them)/NO (do not distribute them)
Vol. 22 Special 81
Tane (Sunflower Seeds). This game, designed for players
ranging from children to adults, teaches players about
global warming. Because environmental education is
among the topics that attract attention in Japan, and be
cause many NPOs and NGOs are active in this area, oth
er games have also been developedand used with regard
to this subject: some cases have involved the cooperation
of JASAG members.
Commercial games can be used for educational purpos
es. Indeed, today's serious-games movement reflects, to
some extent, this trend. While social psychologists ex
plores positive effects of educational use of commercial
games, the impression of the general public, and in par
ticular, those of teachers are negative to them. Therefore,
some of social psychologists seek for successful ways of
applying commercial game to the educational field.
Digital games are usually the focus of advocates for se
rious games. Social psychologists are no exception. How
ever, analog games such as card games and board games
can also be "serious" when used for educational purposes.
One example is the "revival" of the traditional games, Go
and Shogi, in Japan. Although they are abstract games
and do not attempt to teach specific content (e.g., envi
ronmental problems or communication skills), they have
received a relatively positive reception by elementary
schools. The reason for this reaction may be two-fold.
First, their abstractness is believed to improve children's
cognitive skills, especially abstract thinking. However,
this has not yet been confirmed by empirical data. Sec
ond, as I mentioned earlier, although the term game is as
sociated with fun and is, therefore, negatively perceived
by schools, these kinds of traditional games seldom have
such negative associations.
Another example of the use of commercial games for
educational purposes is the application of Keep Cool to
environmental education (Sugiura and Kikkawa, 2009).
This game was designed by the Potsdam Institute for
Climate Impact Research to teach players about global
warming and has been sold on a commercial basis. It was
originally introduced by Dr. Sugiura, a J ASAG member,
and sold by Japanese game retailers. Because an increas
ing number of commercial game retailers have emerged,
commercial games, including those from overseas, are
now more easily available in Japan. In Keep Cool, up to
six players, representing the world's countries, compete,
primarily by negotiation, to balance their own economic
interests (policies) with interests related to the world's
climate. In Japan, more than 150 Keep Cool games have
been sold and played to date.
The game designer, Mr. Meyer, noted that two types
of information can be conveyed by educational games:
factual information and system information. Factual infor
mation is concrete information reflecting reality. In the
case of Keep Cool. the factual information includes, for in
stance, the names of countries (the US and allied coun
tries, tiger countries, etc.) and data about economic pow
er that are reflected in the game's rules. In contrast,
system information conveys information about the sys
tems described in the games. For example, Keep Cool in
cludes notions such as the imbalance of political power
among countries. The system information is more ab
stract and does not precisely reflect reality. According to
Mr. Meyer et al. (2008), games are more suitable for
teaching about systems than they are for relaying factual
information, which can be taught more efficiently by lec
tures.
The use of commercial games for serious educational
purposes offers two advantages. First, it leads to volun
tary and natural learning, as these games are more en
joyable than are most of the games that have been de
signed solely for educational use. Second, because they
are sold in stores, they are more widely available, leading
to increased opportunities to play. These advantages can
increase opportunities to learn via games.
We should also mention a new trend, which is that
commercial game designers, including those who design
digital games, have started to teach courses on game de
sign and the use of games for educational purposes in
Japanese universities. This may be another step toward
the integration of games played for fun with those used
for education.
The Future
Thus far, I have given the impression that simulation
and gaming seem to be gaining increasing recognition in
Japanese society and have suggested that their applica
tion is certain to expand. Social psychology, as a field in
volving simulation and gaming, will hopefully participate
in this trend.
References
Aizawa, H. (2007). The development of educational materials for games by government: A case study of Environmental education materials. Studies in Simulation & Gaming, 17(1), 17-26. [In Japanese with English Abstract]
Arima, Y. (2012). Polarized Society. Kyoto, Japan: Kitaoji Shobo. [In J apaese]
Gamson. W. A. (1971). SIMSOC: Establishing social order in a simulated society. Simulation & Games, 2, 287-308.
Greenblat, C. S., Rosen. L. R., & Gagnon, J. II. (1978). Pomp and circumstance. East Brunswick, NJ: CSG Enterprises.
Guetzkow, H. (1959). A use of simulation in the study of inter-na-
82 Studies in Simulation & Gaming
tion relations. Behavioral Science, 4, 183-191. trial Waste Illegal Dumping Game" and a social dilemma ap-Karasawa, K. (2002). Identification with an Ingroup and a Super
ordinate Group and Support Provision toward OutgroupsAn Examination in a Simulated Society Game. Studies in Simulation and Gaming, 12, 25-32. [In Japanese with English Abstract]
Kashibuchi, M. & Sakamoto, A. (2001). The educational effectiveness of a simulation/ game in sex education. Simulation & Gaming, 32, 331-343.
Kawakita, J. (1967) KJ method, Tokyo: Chuo-Koronsha. [In Japanese]
Kikkawa, T., Y amori, K., Ajiro, T., & Hayashi, H. 2004 'Crossroad: Kobe': A training tool for disaster preparedness and response. In W. C. Kriz& T. Eberle (Eds.), Bridging the gap: Transforming knowledge into action through gaming and simulation. pp. 245-253. Munich, Germany: SAGSAGA
Kikkawa, T. Y amori, K., & Sugiura, J. (2009) Crossroad and more ···: Learning risk communication through gamin![. Kyoto, Japan: Nakanishia Suppan. [In Japanese]
Lewin, K. (1951). Field theory in social science; selected theoretical papers. D. Cartwright (ed.). Harper & Row, New York.
Meyer, T. & Stiehl, S.(2006) Possibilities of simulation and gaming in Education. Studies in Simulation and Gaming, 16(2), 83-91. [In Japanese with English Abstract]
Nonami, H. (2001). Minority Influence in Environmental Problems: A Simulation and Gaming Approach. Kyoto, Japan: Koyo Shobo. [In Japanese]
Ohnuma, S., and Kitakaji, Y. (2007). Development of the "Indus-
proach: Effects derived from the given structure of asymmetry of incentive an information. Studies in Simulation and Gaming, 17(1), 5-16.
Powers, R. B. (1987). Bringing the commons into a large university classroom. Simulation and Games, 18, 443-457.
Shimizu, J. (1989). Gaming in Social Psychology, Japanese Psychological Review, 32(3), 245-260. [In Japanese with English Abstract]
Kimura, M., (1985). Manual for SIMSOC 2nd Ed. Ritsumeikan Bunf{aku, 483-484, 911-940. [In Japanese]
Shirts, G. (1969). Starpower. Del Mar: Simile II. Shubik, M. (1971). The dollar auction game: A paradox in nonco
operative behavior and escalation. Journal of Conflict Resolutirm, 9, 106-117.
Sugiura, J. (2003), The Development of The Persuasion Game. Proceedings of the 34th annual conference of the International Simulation and Gaming Association (ISAGA). pp. 713-722. Kazusa Akademia Park, Japan.
Sugiura, J. & Kikkawa, T. (2009) Introduction of the environmental policy game "KEEP COOL" for education and its evaluation. Studies in Simulation and Gaming, 19(1), 87-99. [In Japanese with English Abstract]
Tajfel, H. (1972). Experiments in a vacuum. In J. Israel, & H. Tajfel (Eds.), The context of social psycholof{y: A critical assessment. NY: Academic Press, pp. 69-119.
Tsumura, T. & Yamaguchi, M. (1992). Interpersonal Relationship Training Kyoto, Japan: Nakanishiya Shuppan, [In Japanese]