Policy Games for Strategic Management            

Chapter 7 - Understanding the Policy Game Construct

Policy Games for Strategic Management

by Richard D. Duke and Jac L.A. Geurts             

Rozenberg Publishers © 2004

 

Chapter 7: Understanding the Policy Game Construct

 

Note: Chapter 7 and 8 are envisioned as being used independently of the rest of the book. As a consequence, there is some redundancy to ensure clarity for the reader. You may also find the Detailed Design Tips located in the Appendix to be helpful.

 

7.1 Introduction

 

This chapter describes the basic elements of a game under three main headings: content, structure and process. They are presented through the logic that governs their usage rather than in alphabetic order. Game elements must not be confused with the 21-step game design process (described in Chapter 8). Proper understanding and use of the game elements is critical to the development of a successful game. The objective is to use these elements in such a way as to achieve a carefully structured seminar in a game-like environment.

 

Elements must be addressed initially as part of the process of developing the design specifications and finalized during the design and testing of the prototype. These components are offered as suggestions to help clarify the phenomena, not as hard and fast rules that must always be followed. However, when game elements are used appropriately in conjunction with the 21-step design process, they assist in the rational development of the policy exercise. In the final analysis, policy games should be simple but elegant – part proper preparation, part artistry, part genius, part group activity, part hard work, part proper preparation and part luck.

 

The elements are the building blocks used during construction. However, the result of the design process is a construct that has to be used; it only becomes meaningful during actual use. It is like a box of Monopoly® waiting to be opened – the game only exists while being played. This leads to potential problems with language, e.g. roles are designed for intended participants; if the exercise is used for a group other than that originally intended, the players will bring different knowledge and skills to the game. This will modify the content of the actual game. The same is true for process. The game construct will have process-guiding tools and instructions, but, as described in Section 8.2.5, Step 18, the actual game process only occurs when the participants interact during play with a facilitator trained to conduct this exercise (see Figure 7.1).

Image from book

Figure 7.1: Factors Affecting the Game Experience