
PAXsims is devoted to peace, conflict, humanitarian, and development simulations and serious games for education, training, and policy analysis.
If you wish to be notified when new material is posted here, use the “subscribe by email” option below.
Relevant comments are welcomed.
PAXsims operates on a non-profit basis. You can donate to support our activities via Patreon: https://www.patreon.com/PAXsims
Join 7,740 other subscribers
Recent Posts
- Simulation & Gaming (April 2023)
- WACN game design video
- Breakthrough: Arctic Albatros demos (Toronto, March 23 and 24)
- Simulation and gaming miscellany, 21 March 2023
- Connections North 2023 registration open
- Holographic Tabletop Gaming
- NATO wargame design challenge
- Forthcoming MORS wargaming courses
- Elizabeth Joslyn joins PAXsims as a Research Associate
- Votes for Women: Growing (war)gaming with new themes
Top Posts
Categories
- call for papers
- conferences
- courses
- crowd-sourcing
- forthcoming games and simulations
- gaming vignettes
- job opportunities/positions vacant
- latest links
- methodology
- not-so-serious
- playtesters needed
- reader survey
- request for proposals
- scholarships and fellowships
- simulation and game reports
- simulation and game reviews
- simulation and gaming debacles
- simulation and gaming history
- simulation and gaming ideas
- simulation and gaming journals
- simulation and gaming materials
- simulation and gaming miscellany
- simulation and gaming news
- simulation and gaming publications
- simulation and gaming software
Archives
Associations
- Australian Defence Force Wargaming Group
- Connections Netherlands
- Connections North (Canada)
- Connections Oz (Australiasia)
- Connections UK
- Connections US
- Georgetown University Wargaming Society
- International Game Developers Association
- International Simulation and Gaming Association
- MORS Wargaming Community of Practice
- North American Simulation and Gaming Association
- SAGSET
- Serious Games Network – France
- Simulations Interoperability Standards Organization
- UK Fight Club
- USA Fight Club Wargaming Group
- Women's Wargaming Network
- Zenobia Award
Institutions (public and commercial)
- Advanced Disaster, Emergency and Rapid Response Simulation
- Booz Allen Hamilton—experiential analytics
- BreakAway—serious games
- Brian Train-game designs
- Civic Mirror
- CNAS Gaming Lab
- ConSimWorld
- Decisive Point
- Fabulsi—online roleplay simulations
- Fiery Dragon Productions
- Fletcher School/Tufts University—SIMULEX
- Fort Circle Games
- GamePolitics
- History of Wargaming Project
- Imaginetic
- Kings College London—Kings Wargaming Network
- LBS – Professional Wargaming
- LECMgt
- McGill Model UN
- MCS Group
- MegaGame Makers
- MODSIM World conference
- Naval Postgraduate School—MOVES Institute
- NDU—Center for Applied Strategic Learning
- Nusbacher & Associates
- Nuts! Publishing
- Peacemaker Game
- Persuasive Games
- PlanPolitik
- RAND Center for Gaming
- Serious Games Interactive
- Slitherine Software
- Statecraft
- Stone Paper Scissors
- Strategy and Tactics Press
- Track4
- Utrecht Institute for Crisis and Conflict Simulation
- Valens Global
- Wargaming Connection
- Wikistrat blog
- World Peace Game Foundation
Journals and Publications
- Battles Magazine
- C3i Magazine
- Eludamos: Journal of Computer Game Culture
- GAME: The Italian Journal of Game Studies
- International Journal of Gaming and Computer-Mediated Simulations
- International Journal of Role-Playing
- Military Training & Simulation
- Sciences du jeu
- Simulation & Gaming
- The Journal of Defense Modeling and Simulation
- Training & Simulation Journal
- Virtual Training & Simulation News
Simulations and Games
- Active Learning in Political Science
- Barnard College—Reacting to the Past
- Best Delegate
- Beyond Intractability—Exercises and Simulations
- BoardGameGeek
- Class Wargames
- Columbia American History Online—classroom simulations
- Community Organizing Toolkit—game
- ConSimWorld
- CRISP: Crisis Simulation for Peace
- CUNY Games Network
- Darfur is Dying—game
- Economics Network—classroom experiments and games
- Emergency Capacity Building project — simulation resources
- EuroWarGames
- Game Design Concepts
- Game Theory .net
- Gameful
- Games & Social Networks in Education
- Games for Change
- GeoGame
- Giant Battling Robots
- Global Justice Game
- Grog News
- Guns, Dice, Butter
- Ian Bogost
- ICT for Peacebuilding
- Journal of Virtual Worlds Research
- Little Wars
- Ludic Futurism
- Ludology
- Mike Cosgrove—wargame design class
- MIT-Harvard Public Disputes Program—simulation materials
- MSSV
- National Center for Simulation
- National Security Decision-Making game
- No Game Survives…
- North American Simulation and Gaming Association
- Oil Shockwave Simulation
- Pax Warrior
- Pervasive Games: Theory and Design
- Play the Past
- Play Think Learn
- Purple Pawn
- Serious Games at Work
- Serious Games Network France
- Strategikon (French)
- Technoculture, Art, and Games
- Terra Nova (Simulation + Society + Play)
- The Cove: Wargaming
- The Forge Wargaming Series
- The Ludologist
- The Open-Ended Machine
- Tiltfactor
- Tom Mouat's wargames page
- Trans-Atlantic Consortium for European Union Studies & Simulations
- United States Institute for Peace—Simulations
- University of Maryland—ICONS Project
- US Army—Modelling and Simulation
- USC—Institute for Creative Technologies
- Wargame_[space]
- Web Grognards
- Zones of Influence
Thanks for the detailed comments, Devin—I’ve moved them up to a full blog post: https://paxsims.wordpress.com/2012/08/31/the-dance-of-the-simulation-designer/ Let the debate/discussion continue!
As someone whose bread is buttered by think-tank simulations, I am am following this evolving series of posts with interest. Some of the observations from Rex and Natasha Gill are spot on and there are things we all wish were better about these high-level exercises. But there are also very real constraints on these, and I find some of the statements above to be pretty sweeping and harsh without a lot of ‘evidence’ to support them. I know there are constraints on what you can put in a blog format, and I am really looking forward to the book when it comes out – but I think there’s some room for debate here.
Rex has brought up Stephen Downes-Martin’s comments and pointed out that the problem may sometimes be that a wargame or simulation might not really be the best tool in the analytic box. It is also true – however – that if a simulation IS a good approach, that is no guarantee the designer and the client won’t face all the same dilemmas incurred by high level participants and a politicized, media-seeking environment. What bothers me a little about Gill’s comments is the sense of expectation that 1) exercises not meeting all her criteria are inherently less valuable than those that do; 2) the major problem with think tank sims is failure to meet the articulated standards of participation; 3) the designer’s wishes will prevail over the reality of the atmosphere.
Stephen gave an excellent talk on living up to our professional integrity this year at Connections (https://www.usnwc.edu/Academics/Faculty/Stephen-Downes-Martin/Documents/Your-boss,-players-and-sponsor–the-three-witches-.pdf) but the truth is it’s also not a one way street. If we walk away from every simulation or game request where the client can’t or won’t meet every aspect of our ideal design and running, we’re limiting our usefulness to the policy world. Truly. If we’ve decided that a simulation or game is a useful investigative approach to the client’s problem, my responsibility as a designer is to help the client make sure the scope and methodology of the simulation are appropriate both to the questions under investigation AND the resources available.
There are many points I would respond to above (favorably as well to be fair), and I’ll write a full post if need be, but I will here just say a word about the issues with high level participants to offer an example of my reservations. I work on high level think tank sims every year, and the truth is, you will never get participants for the lengths of time envisioned in Gill’s work. Her comments on process are wonderful, and I would give my left arm to have participants at the top level in an isolation environment for a week to run a program – the truth is it rarely ever happens.
On the issues of role sheets Gill writes:
“Paradoxically, the tendency to obtain false or weak outcomes from a simulation is more likely with participants who know the issues well than with novices. The former can, consciously or not, leap over the instructions provided in their role sheets, bringing their own interpretations to the table rather than learning from the simulation process. As a result, the simulation will confirm the assumptions of the participants rather than provide them with new insights.”
I think the first sentence is a reach. Sometime’s that might be the case, but it’s bold to make that statement categorically – though I am willing to be persuaded by evidence. As for the rest, I raise the following contentions:
1. Yes, think tanks recruit top-level participants in part to give the event or publication more profile – but that’s not the only reason. From a methodological standpoint the value of having those folks is that the ARE indeed experts. If the purpose of your exercise is to explore possible policy reactions to a crisis (I’m going to take it as a given that no one reading this blog believes the purpose of a well designed and run wargame is to predict the ‘real future’ in a complex policy environment) then the choice of participants is a factor in your design. Real top level experts might not be any better than undergrads at coming up with thoughtful, innovative approaches to a problem (they may be worse at is, as Gill implies) but they are undoubtedly better at depicting the probable behavior of their actual peers in a similar situation. A well run policy exercise acknowledges that. You expect the biases in your game design and you account for them in your debriefs and your analysis of the outcomes. Indeed this can sometimes be enlightening to the folks in the ‘thinking’ world about where they fail to understand which issues are viewed as most relevant to the folks in the ‘action’ world.
2. Gill’s point about self-confirming, and therefore self-fulfilling, observations from participants who “skip over’ their detailed role sheets actually cuts both ways. ‘Garbage in, garbage out’ is not just the garbage the participants bring, but the garbage the scenario writer brings. I am very leery of what seems like an assumption that we, as designers, are always going to have a better take on realistic policy approaches to our hypothetical scenario than the person who has been at the table in real life. By telling my top level participants to obey the objectives or political attitude I have articulated in the role sheet without introducing their own perspectives and experiences, I am turning the simulation into MY self-fulfilling prophecy rather than theirs. I am also – indeed – making the added value of a top level person very limited. I’d be just as well with any reasonably well informed gamer.
In sum, I’ll say it’s a dance: there are sometimes big problems with high level participants – but there are also excellent insights to be gained from them. Gill’s points are well taken, but it is our job to see those issues and work to address them in a way that does not shop the whole prospect of doing focused games with those types of people.