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
7.4 Process
Webster defines process as “a series of actions or
operations directed toward a particular result.” Process within the policy game
can be thought of as the mechanisms through which the roles in the game
interact with each other and with the game environment (e.g. artifacts,
environmental processes). The facilitator is responsible for controlling both
the roles and the environment during the game. Process includes the
presentation of the exercise (facilitation, the three primary phases of a
game); the game artifacts (visuals, paraphernalia); and the evaluation of
results (documentation, etc.).
Game processes can be thought of as the mechanics of
the game. There are a variety of facilitator-generated tasks (e.g. forms,
voting, etc.) as well as player-generated tasks (e.g. negotiation, developing
and implementing strategies, etc.). Game processes have a structure that is
important in establishing communication within the game. They are subject to
modification during a given game as the players create a jargon of their own
and as procedures are abbreviated for the mutual convenience of the
participants.
7.4.1 The Presentation of the Exercise
The purpose of a policy exercise is to assist
participants in gaining insight into a complex issue. The presentation of the
policy exercise (facilitation, visuals and paraphernalia) is critical for
success.
Facilitation
It is always necessary to have one clearly defined
central figure facilitating the game whose word is beyond dispute. This does
not mean that the facilitator is not subject to challenge and interrogation by
the players during the critiques. Rather, it means that, during the normal
operation of a cycle, the players must submit to the instructions of the
facilitator. In addition, role advisors are used in games that are so complex
that the start-up time would be prohibitive without them. Subject matter
specialists may be introduced at any time to aid the facilitator in
transmitting factual information to establish the nature of the system; they
can assist players in learning both the function and the mechanics of the role.
To ensure proper use, a well-designed policy exercise
must include detailed instructions for the facilitator. A good game design team
will give careful consideration to the utility of the game as an environment
for self-instruction. If the game is so rigid that the player cannot alter
characteristics which seem unrealistic, irrelevant, or restraining, or which
prohibit the player from exploring some alternative future that is of interest,
the game has failed. At the same time, a game provides an environment for the
player to confront the total system. A game is a failure if a player leaves the
exercise understanding some aspect well, but having failed to improve his
perception of the linkage of this aspect to the totality.
Techniques can be employed to involve the players
emotionally in the consequences of the decisions they have made (e.g. public
disclosure of the results of decisions). Another technique that can be used to
maintain player involvement is the use of a roving reporter to reveal players’
actions or strategies. It must be emphasized that the objective of the game is
to increase dialogue and not to embarrass the players. Successes may be
reported; if it seems necessary to reveal a failure, the facilitator should go
to some pains to give the player some way to save face (the concept of a “safe
environment” is central to the design and use of a policy exercise).
Primary Phases of a Game
A policy game has three primary phases: introduction
prior to play, the play of the game itself, and the final debriefing. This
sequence of activities is required to initiate, conduct, and conclude the
exercise.
Pre-Game Activities
A variety of pre-game activities are required of the
facilitator prior to arrival of participants. This includes logistical concerns
(room arrangements, technology, etc.) as well as distribution of player
materials. Chairs should be comfortable and arranged to be conducive for player
interaction. When possible, distribute materials beforehand to properly prepare
the participants for the game. The pre-game handout serves several purposes: it
identifies the day’s objective; provides a brief scenario and role
descriptions; and gets players focused on the game activity. The sequence and
timing of the distribution of these materials is situation specific, but the
materials might well include:
* A letter of invitation with the
particulars of the logistics, an explanation of the purpose of the game,
a
description of what is expected of the participant, a description of the
activities that will be
associated with the game experience, and a phone number or other contact
information;
* A brief document that presents in summary
the basic materials with which the participant is
expected to be familiar;
* Selected readings that will establish the
proper frame of reference for the activities pursued by the
game;
and
* A workbook that requires the participant
to make explicit decisions before arriving at the game
(including a brief questionnaire if appropriate).
Game Activities
Once the participants are present, game activities
begin. It is necessary to familiarize participants briefly with the intent of
the game, the structure, procedures, and the initial scenario. The game
progresses through several cycles; each cycle consists of a sequence through
the steps of play. These cycles fall into three phases: learning how to play
the game, dealing with the substance of the game, and the “happy ending.”
The introduction takes many forms; it may be presented
to players either before or upon their arrival and a variety of media may be
used. In some contexts, it is quite desirable to have lectures or readings
precede the game as preparatory material. It is a mistake to have an elaborate
introduction as play begins; this can overwhelm the participant. Inertia is
reduced if presentation to the players is accomplished quickly. The initial
presentation requires a coherent and relatively simple characterization of
steps of play, symbolic structure, game mechanics, time scale, information
flows, game components, and the primary linkages among players. Players will
inevitably enter a game with a minimum of information; however, they will move
to a fuller level of comprehension through the device of increasingly
sophisticated cycles of play.
The scenario should be addressed briefly at the outset
so that the players share some common sense of the problem that they are about
to address. In most cases, this should be brief (a five-minute introduction or
a brief two-page statement). More detail on the scenario may be presented
during the later cycles of play.
As the session begins, a series of formalities are
conducted. These might well include introductions, a restatement of the purpose
of the meeting, etc. The first cycle is typically a bit more involved than the
following ones because the participants must be oriented to their environment.
The best way to familiarize the participants with the structure of the game is
to walk them through the first cycle introducing the particulars as they go
through the steps of play. They are required to make decisions and follow all
procedures; these activities are kept as simple as possible. These steps are
repeated each cycle; after the first cycle, the participants are familiar with
the process and the pace will increase.
The first phase acknowledges the initial inertia that
inevitably results when players encounter a game for the first time. During
this time, the players may feel distressed and attempt to escape participation
in the game. Only essential materials should be presented. The participants
should be directed through the forms in careful sequence as rapidly as possible
so they can gain a general sense of what is going to happen and can gather some
perspective for their own roles, other roles, the various components of the
game, and the general gestalt. Each role should address the simplest possible
set of materials and decision forms. In later cycles, complexity can be
introduced as required.
Each cycle is followed by a short critique; this is
the last activity in each cycle. The critique is a facilitator-controlled discussion
at the end of each cycle designed to assist participants to gain insight into
the game. It signals to the participants that a cycle has ended and that they
will soon get another chance to explore a new set of ideas. This must include a
review of the results from the cycle just ending. It is important to permit
players to challenge any aspect of the game that they may find to be
troublesome.
The second phase of playing the game, usually from
three to five cycles, requires the players to develop and test their
strategies. Events are introduced to generate exogenous problems that create
cross pressures. Players are then forced to find solutions. The operator should
be as inconspicuous as possible, administrative procedures should be as smooth
as possible, and the processing of decisions should be as rapid as possible.
Participants should be permitted to explore the limits of the system. The only
exception to this rule would occur if a breakdown of gaming activities were
about to take place because the decisions went beyond the limits of the
technical capability of the game.
The “happy ending” cycle is the final phase of the
exercise which is run primarily for the purpose of permitting players to
establish a logical conclusion to their strategies. The facilitator must be
alert to the possibility that the participant may attempt to use “end-of-game”
strategies (defined as making unrealistic decisions in an attempt to “beat the
game”).
Post-Game Activities
The debriefing is the primary post-game activity; it
is to be conducted while players are still present (don’t postpone this to a
subsequent meeting, because memory fades!). The debriefing is a systematic
end-of-game discussion to evaluate the exercise; it provides the participants
with an opportunity to escape from the game. If the game has been carefully
designed, the players will be deeply involved. Players need an opportunity to
complain about errors or flaws that they have encountered and, conversely, to
glow about their successes. It is important that they be given a brief
opportunity to go through this phase. The debriefing serves two purposes:
* It gives the participants an opportunity
to vent, to clarify, and to explain or defend their behavior; and
* It gives the facilitator an opportunity
to interact with the participants to ensure that they are comfortable with the
evolution of the exercise. Players need the opportunity to confirm their
understanding of the significance of the content as it relates to the real
world.
Debriefing is defined as a systematic
facilitator-controlled discussion at the conclusion of the exercise to evaluate
initial objectives. The primary function of the debriefing is to refocus the
participants on the client’s environment. This should be a serious review
session that:
* Permits the participants to vent their
emotions;
* Provides feedback on the game;
* Interprets results of the game in a
real-world context;
* Enriches the game experience;
* Validates the experience;
* Reviews the advantages of simulation and
gaming; and
* Acknowledges the limits of the technique.
If a game is successful, the extensive final
debriefing will be a rough-and-tumble session during which players, committed
to their beliefs, challenge the underlying model(s) and evaluate how this links
to the reality they are addressing. They should be encouraged to pursue with
diligence any ambiguities, errors, or undocumented postures which seem invalid
to them. Since there is not just one perspective represented by one player but
multiple roles addressing the same problem from different perspectives, a
debriefing can develop exceedingly sharp discussions about the character of the
client’s environment.
The debriefing should be entered through a deliberate
announcement that the players are leaving the game and entering into a period
of analysis. There should be a summary statement about the systems, models,
roles, linkages, scenario and other components of the game, and discussion by
the players about the construction of the game, its message, its successes, and
its failures. This should generally be brief and somewhat perfunctory since
those players who really wish to pursue these questions can be sent the concept
report. The availability of the concept report in a well-designed game permits
this stage of the critique to go very quickly (see Step 13, Section 8.2.3).
During the course of the debriefing, players must be
permitted to challenge any aspect of the game. Games are typically not
constructs of hard science but rather abstract presentations of such phenomena.
Participants may have suggestions that could lead to the improvement of the
exercise. The challenge provision ensures that any player who has serious
doubts has an opportunity to express his or her challenge and offer
alternatives.
Finally, the debriefing should focus the players’
attention on the substantive problem under discussion. This review should be
permitted as much time as possible. The purpose of the review is to concentrate
on the problem and capitalize on the understanding now shared by the entire
group. This review should take from 15 to 20 percent of the total time
available for the play of the game.
7.4.2 Game Artifacts
Inevitably, policy games require a variety of
artifacts to aid the process. These can vary widely, but judiciously used, they
can be quite valuable. Two primary types of artifacts are visuals and
paraphernalia.
Visuals
Visuals assist participants in gaining insight;
artwork is an important consideration when creating the desired feel and image
for the exercise. Graphics, when properly employed, are vital as one element in
the suspension of disbelief that must be achieved if the exercise is to have
its full impact. Symbols and paraphernalia should look sharp, clean and
businesslike; concepts that are central to the discussion should be visible in
chart form. Some suggestions for materials that may be useful include a typical
accounting system sequence, typical computer output, data file layouts,
flow-charts, functional interaction diagrams, linkages among the roles,
overview schematics, player activity charts, room layout, rules, the schematic,
steps of play, tables, technical graphics, wall charts, etc.
Paraphernalia
The system of gaming elements and system components
described in Section IV creates the basis for forming an interactive and
composite structure, both in terms of their possible forms and how to design
them. The choice of materials (paraphernalia) follows logically from the nature
of the model and the game objectives. Paraphernalia are the various artifacts
required by the facilitator to mount the game. They are inevitable, but a
well-designed game will use a minimum, and each artifact will have an explicit
purpose. It is important to select the correct stage props and keep them at an
appropriate level of detail. Designing a stage setting for a Broadway play
presents a comparable problem: Oklahoma required an elaborate stage setting,
while Waiting for Godot required a bare minimum of props.
The initial design specifications (see Chapter 8)
should determine the constraints to be imposed on materials used in the game
(e.g. the need for portability, reproducibility, storage requirements, etc.);
the number of “things” employed should be reasonable when measured against the
game objectives. Abuse through overabundance or lack of clarity can destroy the
effectiveness of a game. Parsimony is the watchword for good game design.
A mockup of all game materials prepared during the
development of the prototype can be quite useful; it permits the client to
evaluate the level of detail and the final character of the game. It is
important to maintain an up-to-date list of paraphernalia required for the
game. Some things to keep in mind: color coding of materials, computer
requirements, cost, documentation required, other media required, portability,
quantities of materials required, sources of game components, and standard vs.
custom-made materials.
7.4.3 Evaluation of Results
When the exercise has been concluded, it is important
to be able to establish whether the objectives have been met. The client will
need evidence of the results; hence, mechanisms need to be thought through
while the Concept Report (see Section 8.2.3) is under development; this
evaluation must be focused on the initial objectives. This will permit specific
mechanisms and procedures to be developed during the construction sequence.
There are two concepts associated with evaluation that
must be distinguished: evaluation of the exercise, and evaluation of the
results of its use (see Chapter 6). Ironically, there are situations that
result in a good game producing bad results (as a consequence of poor
facilitation, the wrong participants, inappropriate distractions during play,
etc.). The reverse may also be true (a good facilitator can sometimes save the
day, an audience that has an intense interest in the topic may forgive flaws in
the game).
When considering the game itself, an evaluation of
each of the specific game elements is the most appropriate way to proceed. If
criteria were developed during the evolution of the Concept Report, the
elements can be judged separately. Of course, the elements must also be
evaluated in their totality. It is important to establish procedures to
establish efficacy of the game in terms of validity, reliability, and utility.
The evaluation should also look for unexpected outcomes, either positive or
negative.
In some cases, a follow-up questionnaire may be sent
to participants to serve one of two purposes: The objective may be to ascertain
how much the participants learned from the game or the objective may be to have
the participants critique the game. It is important to distinguish between
these two objectives.
Documentation
Often, the client will require a final report
documenting the exercise design, use, and results. It is also useful to provide
the participants with materials that summarize the happenings of the game. This
serves as a set of notes, but the document can also be circulated to confirm
impressions derived during the game. It can serve as a further commitment of
the participants to the process, by reinforcing the “message” from the
experience.