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Translational Systems Sciences 25 Toshiyuki Kaneda Ryoju Hamada Terukazu Kumazawa  Editors Simulation and Gaming for Social Design Translational Systems Sciences Volume 25 Editor-in-Chiefs KyoichiKijima,Tokyo,Japan HiroshiDeguchi,Tokyo,Japan EditorialBoard ShingoTakahashi(WasedaUniversity) HajimeKita(KyotoUniversity) ToshiyukiKaneda(NagoyaInstituteofTechnology) AkiraTokuyasu(HoseiUniversity) KoichiroHioki(ShujitsuUniversity) YujiAruka(ChuoUniversity) KennethBausch(Institutefor21stCenturyAgoras) JimSpohrer(IBMAlmadenResearchCenter) WolfgangHofkirchner(ViennaUniversityofTechnology) JohnPourdehnad(UniversityofPennsylvania) MikeC.Jackson(UniversityofHull) GaryS.Metcalf(InterConnections,LLC) MarjaToivonen(VTTTechnicalResearchCentreofFinland) SachihikoHarashina(ChibaUniversityofCommerce) KeikoYamaki(ShujitsuUniversity) In1956,KennethBouldingexplainedtheconceptofGeneralSystemsTheoryasaskeletonof science. He describes that it hopes to develop something like a “spectrum” of theories—a systemofsystemswhichmayperformthefunctionofa“gestalt”intheoreticalconstruction. Such“gestalts”inspecialfieldshavebeenofgreatvalueindirectingresearchtowardsthegaps whichtheyreveal. There were, at that time, other important conceptual frameworks and theories, such as cybernetics. Additional theories and applications developed later, including synergetics, cognitivescience,complexadaptivesystems,andmanyothers.Somefocusedonprinciples within specific domains of knowledge andothers crossed areas of knowledge and practice, alongthespectrumdescribedbyBoulding. Alsoin1956,theSocietyforGeneralSystemsResearch(nowtheInternationalSocietyfor theSystemsSciences)wasfounded.Oneoftheconcernsofthefounders,eventhen,wasthe stateofthehumancondition,andwhatsciencecoulddoaboutit. ThepresentTranslationalSystemsSciencesbookseriesaimsatcultivatinganewfrontier ofsystemssciencesforcontributingtotheneedforpracticalapplicationsthatbenefitpeople. Theconceptoftranslationalresearchoriginallycomesfrommedicalscienceforenhancing human health and well-being. Translational medical research is often labeled as “Bench to Bedside.” It places emphasis on translating the findings in basic research (at bench) more quickly and efficiently into medical practice (at bedside). At the same time, needs and demandsfrompracticedrivethedevelopmentofnewandinnovativeideasandconcepts.In this tightly coupled process it is essential to remove barriers to multi-disciplinary collaboration. The present series attempts to bridge and integrate basic research founded in systems concepts,logic,theoriesandmodelswithsystemspracticesandmethodologies,intoaprocess of systems research. Since both bench and bedside involve diverse stakeholder groups, including researchers, practitioners and users, translational systems science works to create commonplatformsforlanguagetoactivatethe“benchtobedside”cycle. In order to create a resilient and sustainable society in the twenty-first century, we unquestionably need open social innovation through which we create new social values, and realize them in society by connecting diverse ideas and developing new solutions. We assumethreetypesofsocialvalues,namely:(1)valuesrelevanttosocialinfrastructuresuchas safety, security, andamenity; (2) values created byinnovation in business, economics, and managementpractices;and,(3)valuesnecessaryforcommunitysustainabilitybroughtabout byconflictresolutionandconsensusbuilding. The series will first approach these social values from a systems science perspective by drawing on a range of disciplines in trans-disciplinary and cross-cultural ways. They may include social systems theory, sociology, business administration, management information science, organization science, computational mathematical organization theory, economics, evolutionaryeconomics,internationalpoliticalscience,jurisprudence,policyscience,socio- informationstudies,cognitivescience,artificialintelligence,complexadaptivesystemsthe- ory,philosophyofscience,andotherrelateddisciplines.Inaddition,thisserieswillpromote translationalsystemsscienceasameansofscientificresearchthatfacilitatesthetranslationof findingsfrombasicsciencetopracticalapplications,andviceversa. We believe that this book series should advance a new frontier in systems sciences by presentingtheoreticalandconceptualframeworks,aswellastheoriesfordesignandapplica- tion,fortwenty-first-centurysocioeconomicsystemsinatranslationalandtrans-disciplinary context. Moreinformationaboutthisseriesathttp://www.springer.com/series/11213 (cid:129) (cid:129) Toshiyuki Kaneda Ryoju Hamada Terukazu Kumazawa Editors Simulation and Gaming for Social Design Editors ToshiyukiKaneda RyojuHamada GraduateSchoolofEngineering AsahikawaCollege NagoyaInstituteofTechnology NationalInstituteofTechnology Nagoya,Aichi,Japan Asahikawa,Hokkaido,Japan TerukazuKumazawa RIHNCenter ResearchInstituteforHumanityand Nature Kyoto,Kyoto,Japan ISSN2197-8832 ISSN2197-8840 (electronic) TranslationalSystemsSciences ISBN978-981-16-2010-2 ISBN978-981-16-2011-9 (eBook) https://doi.org/10.1007/978-981-16-2011-9 ©TheEditor(s)(ifapplicable)andTheAuthor(s),underexclusivelicensetoSpringerNatureSingapore PteLtd.2021 Thisworkissubjecttocopyright.AllrightsaresolelyandexclusivelylicensedbythePublisher,whether thewholeorpartofthematerialisconcerned,specificallytherightsoftranslation,reprinting,reuseof illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similarordissimilarmethodologynowknownorhereafterdeveloped. Theuseofgeneraldescriptivenames,registerednames,trademarks,servicemarks,etc.inthispublication doesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexemptfromtherelevant protectivelawsandregulationsandthereforefreeforgeneraluse. The publisher, the authors, and the editorsare safeto assume that the adviceand informationin this bookarebelievedtobetrueandaccurateatthedateofpublication.Neitherthepublishernortheauthorsor theeditorsgiveawarranty,expressedorimplied,withrespecttothematerialcontainedhereinorforany errorsoromissionsthatmayhavebeenmade.Thepublisherremainsneutralwithregardtojurisdictional claimsinpublishedmapsandinstitutionalaffiliations. ThisSpringerimprintispublishedbytheregisteredcompanySpringerNatureSingaporePteLtd. The registered company address is: 152 Beach Road, #21-01/04 Gateway East, Singapore 189721, Singapore Preface This book, which is entitled “Simulation and Gaming for Social Design,” is a collection of papers that cover the various aspects of simulation and gaming (S&G)researchforsocialdesign. S&G research is an interdisciplinary field that explores methodologies for obtaining active practical knowledge using simulations and games. This research has led to the holding of the annual academic conference of the International Simulation and Gaming Association (ISAGA) beginning in 1970. Moreover, 50 years ago, Sage first published the international academic journal “Simulation & Gaming,” which has established a tradition of interdisciplinary research agglomeration. ThecorecharacteristicofS&Gis“communicationofmodels,”asRichardDuke later described. Interdisciplinary communication has been the subject of research, andrecently,ithasbeenexpectedtobecomeatoolfortranslationalcommunication thatlinkstheoreticalknowledgeandactionknowledge. Herein,wewouldliketofocusonthefactthattheenvironmentofourknowledge activitiesitselfhaschangeddrasticallyinthepast50years.Fromthepersonalhistory ofoneoftheeditors,Kaneda,whowasborninthe1960s,wecanseethe“limitsto growth”oftheClubofRomein1972,thespreadofPCsinpeople’sdailylivesinthe 1980s, and the proliferation of cell phones and the Internet in the 1990s. In the twenty-first century, the openness of academic information and the decline of bookstoresincitiesinJapanwerefollowedbythetrendofremoteworkduringthe COVID-19 pandemic in 2020, which has brought about drastic changes in the environment of knowledge activities and in the scene of our living world, thereby resultingintheappearanceoflayeredchaos. Games,whichhavealwaysbeenacomponentofourlifeworld,providehintsfor ourcommunicationonknowledge.Shouldn’tthemodeofS&Gthatisadaptedtothe emergingenvironmentofknowledgeactivitiesalsobeconsideredinthecontextof realignmentintoanewlifeworld?Inlightofthisawarenessoftheproblem,thisbook showsvariousmethodologicalaspectsofS&Gresearch. v vi Preface Next, we would like to explain socialdesign. Inthis book, social design adopts the Japanese common sense of “planning how to build society,” but it also means connecting one’s own “awareness” and “questions” to society and designing ideas andsystemsforthatpurpose.Weareexpectedtoworkwithdiversepeopleinsociety and use our ideas and concepts to solve today’s social problems with creative thinking. Let us give you an example. In the summer of 2020, as we prepared this publication, Japan resembled a war zone. Although some differences in circum- stances between countries and regions were present, the reports of deaths from COVID-19 and heat strokes from the summer’s extreme weather caused by global warmingcalledforrestraintinourdailyactivities. Regardless of whether it was COVID-19 or global warming, the problem was essentially a “macro” one with a very contemporary aspect and with increasing interdependence on a global scale. In Japan, the “macro thinking” policy model of the “hammer and dance” strategy is now demanding “micro actions,” such as the suddenencouragementofindividualremotework. We live in an age in which the global community has access to ever-changing informationandknowledgethroughtheInternet,andwemakedecisionsaboutour dailyactivitiesbyestimatingtheirrelevance.Whatisoftenoverlooked,however,is thenecessityandpossibilityofouractive,“micro”existence.Thekeywordofthis book,“socialdesign,”isintendedtoincludethoughtsonthecreationof“activepaths orcircuits.” The future of social design requires a methodology that promotes a constant exchange between the “action knowledge” of our daily lives and the “theoretical knowledge”ofvarioussocialproblems,includingglobalones. This book has three parts reflecting its subthemes, namely, “Theory, Methodol- ogy,andPerspective,”“Sustainability,”and“SocialEntrepreneurship,”whichwere editedbyKaneda,Kumazawa,andHamada,respectively. Part I (Theory, Methodology and Perspective) deals with the theories and methodologies that have been proposed in S&G research. It also focuses on per- spectivesthatareexpectedtobedevelopedinfutureresearchbasedontoday’ssocial designissues. The Research Institute for Humanity and Nature (RIHN), which is located in Kyoto,Japan,isanationalresearchinstitutewithanumberofauthorsandcoauthors, includingoneoftheeditorsofthisbook,Kumazawa.Duetotheinterdisciplinaryor transdisciplinarynatureofglobalenvironmentalissues,youngresearchershavebeen working on S&G in recent years, with sustainability as the unifying axis. Part II (Sustainability)isa collectionofpapers thatattempt toposition seriousgames and gamificationastoolsfortheimplementationofsustainability. PartIII(SocialEntrepreneurship)isaboutdesigningafuturesocietyandcreating futurepeoplewithleadership.Itisnotlackingintheaspectsoffuturevision,creative education, and spontaneity. This paper discusses S&G research for social design basedontheseaspects. Preface vii Part I (Theory, Methodology and Perspective), which was edited by Kaneda, focuses on theory and methodology issues for future research development on the basisofthecontemporarysocialdesignissuesofS&G. Although not widely known in the English-speaking world until now, S&G theory and methodology have progressed in three ways in the past 30 years by introducingformalsystemstheory. The first development is a novel gaming model representation performed by introducingthesocialsystemconceptofthemulti-actorsystem,whichwasreferred on by Jan Klabbers in the 1990s. This gave S&G a foundation as a technique of multi-agent systems along with agent-based social simulation, game theory, and conflictanalysis. The second is the establishment of the concept of “social design” in the 2000s. “SimulationandGaminginSocialDesign,”whichwaspublishedinJapanesebythe editor in 2005, characterizes social design as an extension of problem solving to policy vision search, institutional design, and the new modes of communication in the post-normal science age. Moreover, it positions S&G as its core technique and discusses the relationship of S&G with methodologies such as soft systems meth- odologyandpolicysciences. ThethirdisthemethodologicalprogressofS&G,whichwastriggeredbysome international transfer issues of urban redevelopment project systems in practical urbanplanninginJapaninthe2010s.Thisdevelopmentshowsthattheapplication ofactionresearchinPeterCheckland’sgroup’ssoftsystemsmethodologyisthekey. Over the course of a generation, S&G continues to offer its fair share of “hot” topics. On the basis of accumulated research on S&G, Kaneda’s “Simulation and GamingasInstrumentforSocialDesign”(Chap.1)focusesonthe“instrumentality” ofgames.Consideringthebasicprincipleofgaming,perceivedreality,anditsshared communication, this chapter shows gaming techniques from the viewpoint of pro- cessstructureandexaminestheirproperstructure.Furthermore,itshowsaperspec- tive for gaming simulation for social design in comparison with game theory, conflict analysis, and agent-based social simulations in the contemporary multi- agentsystemtheory. Kaneda and Kitani’s “A Learning Process Analysis on Hypergame for Under- standing Cognitive Conflict” (Chap. 2) aims to describe the modeling of mutual learningprocessesbyagents.Suchmodelingwasconductedbytheauthorsbetween 1997 and 1998 to analyze a collaborative planning formation process in which several agents cooperate to devise a plan such as an international partnership. The mathematicalformalizationsofthefirst-levelhypergameandthemonotoniclearning process are also introduced in this chapter. It then discusses the contemporary importanceofthisanalysismethodbygivingahypotheticalexampleofaninterna- tionalcooperationenterpriseattractionprojectentitled“ActualLPAH.” Chapter 3 (“Designing a Right-Conversion Game for Affordable Housing in Addis Ababa” by Hirpo and Kaneda) focuses on an inner-city issue. This chapter is a report on a gaming case study dealing with affordable housing for district improvement in kebeles in Addis Ababa, Ethiopia. Rights conversion, which is an viii Preface urbanredevelopmentmethodthattransferslandandbuildingrightstoaproportional spacefornewconstructionsinaprojectarea,isexpectedtobecomean“appropriate technology” in developing countries in the twenty-first century. Playtesting has shown that this approach is an effective way to provide affordable housing; it also suggests increasing the participation of residents in the decision-making process, efficientuseofland,andthecreationofdesignsforlocallifestyles. Chapter 4 (“Games to Change Perceptions of Social Norms: What Constitutes SeriousGames?”byOhtani)isasociologicaldiscourseanalysisthatdeterminesthe constituentrequirementsofseriousgames.Fromtheviewpointofdiscourseanalysis, this study examines the issues around the typical definition of serious games and extracts the requirements that bear the meaning of “serious.” Otani presents two aspects as constitutive requirements: “real advantage” and “recursive.” Using a samplegameaboutgenderandsexuality,hestatesthatseriousgamesarepractices thatmakeusrealizethatsocialnormshavebeenbrokendown. “An Agent-Based Framework for E-Government Service System Design” by Chang and Deguchi (Chap. 5) is presented from the perspective of a multi-agent (actor) system established in the 2000s. This chapter views the use of the Web in governmentservicesase-government.Newperspectivesandapproachesareneeded tocapturethedivergentcharacteristicsofdivergentstakeholdersinvolvedandtheir adaptive behaviors toward an environment. A framework for the agent-based modelingofinnovationdiffusioninservicesciencesisalsoproposed. Part II discusses global environmental issues. What role do serious games and gamification(hereinaftercalled“game-likeactivities”)playinensuringthesustain- ability of the global environment and society? Can game-like activities lead the socioecologicalsystemsoftheearthandaregiontosustainability?Toanswerthese questions,professionalresearchers inenvironmentalstudies,internationallaw,and culturalanthropologyintroducetheexamplesofboardgames,gamingsimulations, and game design placemaking produced from the perspective of the local gover- nanceofclimatechangeandenergyandresourcemanagement. PartIIwasestablishedinresponsetothegrowingawarenessofseriousgamesat theRIHN,whereoneoftheeditorsworks.Theideaforthisactivitycamefromthe question of what each RIHN research project would exhibit at the RIHN’s open house to help the visitors understand the essences of their research themes or particular environmental issues. After much deliberation, a plan to design and offer serious games as participatory events equivalent to hands-on experiments in natural sciences was proposed; these games included “Fish & Chips” (Chap. 8; introducedin2016)andthe“NexusGame”(aboardgamedevelopedbyTomohiro Oh in 2017 that focuses on the energy—food nexus). These game-making efforts weretheresultofthepursuitofprojectsthatwouldallowparticipantstoenjoyand understand interdisciplinary issues in socioecological systems. Serious games are tools for structurally and visually understanding trade-off issues and synergies that provide clues to overcoming them, and the serious game event was the venue for this.ThisiswhattheresearchersattheRIHNexplorativelydiscoveredthroughtheir experiences in the previous open houses of the institute. The chapters in this part Preface ix reflect an attempt to systematize their experiences as a form of sustainable social designtocome. Chapter6,Kumazawa’s“TowardsExplicatingGamificationTypesforMotivat- ing Sustainability Action,” aims to understand the trends that make the chapters in thispartworthwhile.Thischapterextendsthesignificanceofgamificationtoinclude theelementsof“imaginativeplay,”rangingfromrole-playingtosimulation,butthe discussionassumesthatgamificationfunctionsasknowledgethatmotivatesaction. After analyzing original and review articles on this basis, the paper attempts to discuss the functional types of gamification that are possible in the entire sustain- abilitydomain. Chapter 7, which is Suzuki’s “The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues,” discusses the unique value of gaming simulation in the study of sustainability issues by comparing different methods. Suzuki argues that the unique value of gaming simulation is that it encourages players to discover hypotheses and observe dynamic changes in their subjective reality by applying models that accurately represent complex issues in real-world technological, social, and environmental systems. In this case study, he implements a gaming experiment focusing on the transition from fossil fuels to renewable energy. From the results, he argues that free riding and a competitive worldview among players are two factors that hinder the energy transition in competitivemarkets. Miki,Kitamura,andFukushima’s“Fish&Chips:SimulationofaSimpleProb- lemThatIsNotEasytoSolve”(Chap.8)introduces“Fish&Chips,”aseriousgame created to understand how to manage fishery resources in an overall sustainable manner while maintaining multiple fishing grounds. This game, which is designed by the staff of RIHN’s research project “Creation and Sustainable Governance of NewCommonsthroughFormationofIntegratedLocalEnvironmentalKnowledge,” will be useful in discussing the effects of global climate change on local fisheries. The main reason for its usefulness isthat it allows us totreat climate change as an exogenous condition for changes in fishing environments. In this sense, “Fish & Chips” contains the basic mechanism for taking global environmental issues into account. Chapter 9, which is Kimura and Oishi’s “Gaming for Arctic Sustainability,” introduces the board game “The Arctic,” its application, and players’ responses. This game was created to deepen our understanding of the mechanisms that are drivingthegovernanceofthepolarregionsinthepursuitofsustainabilityasglobal warming progresses and the Arctic ice melts. Kimura, who is a specialist in inter- nationallaw,ledthedesignofthemechanisms.Oishi,whoisaspecialistincultural anthropology, assisted in the game design from the perspective of the indigenous societiesinherfieldofresearch(theArctic)andfromtheperspectiveoftheimpactof climatechangeonthem. Ota et al.’s “Serious Board Game Jam as an Exercise for Transdisciplinary Research” (Chap. 10) deals with the Serious Board Game Jam (SBGJ), which was heldattheRIHNasacasestudytoexaminetheprocessofusingagamejamasan exerciseintransdisciplinarycollaborationwhileprovidingarubrictohelporganize

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