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Rex, Thanks for this report.
I had three students participate in the climate change mega game, and it was a good experience for them. Each wrote a short report, and I will be looking for an opportunity to send students again this fall term for the same course.
The articles on building the climate change mega-game are very welcome. I’d like to discuss a similar article on our simulation experiments.
In the winter term, RMC was engaged in two international simulations involving military academies and civilian students at RMC, CMR-SJ, and Norwich University.
The first – MidEast Crisis Simulation – was a bi-institutional simulation involving RMC and Ariel University with role play of crisis simulation. Canadian cadets and Israeli students were paired in teams to represent national staff engaged in crisis management.
The second – Arctic Triad – was a more complex three-part affair which will culminate in October this year. Part 1 was a workshop involving NAADSN, Part 2 was a simulation of Arctic Council plus national staffs, and part 3 will be an engagement paper to be presented to faculty and staff of other military academies at IAMA. Experiential learning related to real issues is a feature of the Arctic Triad, and observers from five countries participated.
Your student Brytan Mendes, who co-authored the article on the first pair of Arctic Simulations, helped out and will be involved in reporting on this.
>
This post about a Climate Change Megagame led me to thinking, what about a Climate Change Engine for the megame? (Or Climate Change Mechanic if you’re a gamer.) And then it occurred to me, it has been done before!
I hearken back to Eon Products Inc. “Quirks” from 1980.
First the subject matters was NOT about climate change, it was about Evolution and it used those three part cards to put the head, body, and tail of a hypothetical animal to fit in their evolutionary niche as the climate changed. Yes that stuff is old hat and along the lines of High School academia, but hear me out.
The game had a “Climate Track” and you moved the current climate forward from Ocean, to Forest, to Plains, to Desert, to Jungle and back around to Ocean again. The purpose of the game was to evolve your species so it survives the BEST as the CLIMATE CHANGES.
All I’m saying is you can use a SIMILAR METHOD to as an engine to move forward adaptations of human civilization along such a track. The track doesn’t have to be exactly the same, it can emulate, hot dry, hot wet, wet temperate, wet cold, dry cold, then dry temperate and back again.
The next issue is modelling your civilization (or culture) to adapt to the changing climate engine above. Do you promote investment in mechanization, agriculture, transportation, raw materials, militarization, or other made up categories? How does each team fare against a new climate as it changes depending on what they invested in? How does one player fare against another when climate changes depending how much they invested in the above? Do players compete against each other (as nation states) or is it a cooperative game were everyone wins or loses? (I prefer the former as more fun.) Obviously the head, body, and tail species cards don’t apply, but a similar results categorization of combinations of investment versus each climate can be employed.
So to paraphrase myself above for this new game: The purpose would be evolve your civilization (faction or nation state as you will) so it survives the BEST as the CLIMATE CHANGES.
And to give something for the Megagame aspect to chew on, YES, this could and should be adapted for team Megagame play.
P.S. Dear Rex please pass this suggestion back to the originators.