Synthesizing experiences: lessons to be learned from internet-mediated simulation games

  • Authors:
  • Tasia Asakawa;Nigel Gilbert

  • Affiliations:
  • Department of Sociology, University of Surrey, Guildford, Surrey GU2 7XH, United Kingdom;Department of Sociology, University of Surrey, Guildford, Surrey GU2 7XH, United Kingdom

  • Venue:
  • Simulation and Gaming - Special issue: Simulation & gaming
  • Year:
  • 2003

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Abstract

This article draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M games. These three types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived from these experiences are identified and explored. Special attention is given to the development of strategic I-M policy games because I-M gaming literature has tended to ignore them in comparison with educational and business games, and they seem to require more guidance and support in three main areas: structure, motivation, and interaction.