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I think it is worth considering that wicked problems are often defined as having multiple stake holders and no unambiguous solution. This is particularly relevant in humanitarian response and disaster relief when trying to follow the humanitarian principles. How does one choose who gets what aid? There may not be either a correct “mathematical” or “moral” answer, or the answers may in-fact conflict. These difficulties are compounded by imperfect data on which to base one’s decision on, and time pressure may not allow more information to be gathered.
I agree that the decision making process should be practised, and many organisations have decision making models which they teach. Perhaps the benefit of using games is to give players an opportunity to practice this process and recognise how the stress affects them so that they are better able to deal with it in a real life situation? Dead of Winter is a good example of a game which requires players to balance personal objectives, long term team objectives, short term crises, and limited food while also dealing with other stressors. Although this is aimed at entertainment, using a similar system with a facilitator could provide a useful learning experience.
Great, really ethics is most valuable thing which we are losing these days.
Great post. Really got me thinking. Thanks.
Good points, Michael.
I think I would see such a simulation as less a “test of character” ST II: Wrath of Khan-style, and more as an opportunity for participants to unpack and discuss their moral and operational calculus post-simulation (and in doing so possibly help them to identify factors and implications that they hadn’t earlier considered, or which have been implicit in their reasoning).
The obvious comment would be “To what end?”. The fictional “Koyashi Maru Scenario”, as written into the book/film was “a test of character”… less about training for hard choices and more of a straightforward psychological evaluation technique.
As the post implies, you can certainly craft sims that acclimate players to the necessity of making morally courageous choices on a regular basis. There is much value in this training direction (IMHO), but it is very hard to *teach* moral courage (ie making the ‘right choice’) through games because you cannot condition a player to develop ‘moral reflexes’ if the lessons are not in close alignment with their existing fundamental core beliefs about what constitutes right/wrong – they end up just gaming the sim in order to ‘win’. Complicating the problem; these core beliefs vary wildly from culture to culture, to say nothing of individual differences. While professional cultures (military, doctors, etc.) coupled with strong, clear doctrine can provide a stepping stone for this leap in some circumstances, it will still be a leap.
In creating such a game system, if the goal is to teach players to face daunting, if not impossible situations with grace/courage/character, etc. then such a simulation is merely part of the process; such a training syllabus needs a lot of carefully thought-out feedback mechanisms and direct mentoring/coaching – to do less is to merely traumatize the trainees and make them gun-shy about taking responsibility or accepting missions with uncertain outcomes.