Dr. Mark A. Siegmund <siegmund@thegrid.net>
David Crookall <crookall@unice.fr>
Mr. Medard Gabel <cdp!worldgame@labrea.stanford.edu>
Prof. Dr. Roberto Andrea Mueller <rmueller@mail.ufv.br>
Dr. Parker Rossman <grossman@mail.coin.missouri.edu>
Dear Mark:
==========
(1) Many thanks for your msg (ATTACHMENT I) in response to my
previous
distribution of "Class on Peace Gaming at
Univ. of Hawaii - April 10,
2000" which can be found at <http://www.kagawa-jc.ac.jp/~steve/global-univ-2000.html>.
Other related distributions are;
(a) "Scenario USED for peace gaming at 1986 GLH - April 14, 2000,"
(b) "Global Peace Gaming / Past and future possibilities - April 17, 2000,"
(c) "Global Peace Gaming (Part II) - April 21, 2000,"
all of which can be found at the same web site as above.
(2) I visited your very interesting web sites. You are truly
a superb
follower of Bucky!! My sincere congratulations
to your extraordinary accomplishments!!
The world renowned
late Buckminster (Bucky) Fuller was once a
Genius in Residence
of the University City Science Center (UCSC)
in Philadelphia
in 1960s who created geo-dome, global electric
network grid,
world map, etc. He was the futurist in architect and city/community
planning.
The UCSC was once the home base of our GLOSAS/USA. It was
the oldest and largest organization specialized in the
technology transfer as having established Technology
Promotion Center (TPC) in several countries, e.g., Japan,
Brazil, Ukraine, France, etc., -- until Louis Padulo retired
its presidency to become the Vice Chairman of our GLOSAS/USA.
(3) I was very happy when I learned that the World Game Institute
recently
started using Internet and web for their World
Game with Bucky's
Dymaxion Air-Ocean World Map -- see ATTACHMENT
II.
This is because
I visited Medard Gable, executive director of the
institute, in
the mid-1970s and proposed him the use of computer
simulation and
e-mail approach, as later did to him by a couple of
other electronic
colleagues. However, I suppose that it is not
yet with distributed
computer simulation mode as proposed for our
Globally Collaborative
Environmental Peace Gaming -- see Chapter 5
of my book draft
at <http://www.friends-partners.org/GLOSAS/Bookwriting/Contents_of_Book.html>.
(4) When I attended the 22nd International Conference of the International
Simulation and Gaming Association (ISAGA)
at Ritsumeikan University in
Kyoto, Japan in July 1991, they demonstrated
a normative gaming
simulation which was similar to Bucky's World
Game. A world map of
football field size was spread in a gymnasium.
Students assigned to
each country were standing on the country
and exchanged their diplomatic
messages verbally. A professor of the
university later said that, even if
its initial conditions were the same, the
results of gaming on Iraq and Iran
border incident at different times were often
completely opposite. I
then mentioned to him my conversation with
Bob Noel and our global
gaming with the use of ARPANET and GEISCO
(See ATTACHMENT III) (*).
They later established a global affairs study
center at the university
and introduced the use of e-mail -- almost
20 years later than our global gaming (**).
(*) After
our successful conduct of the world gaming, I tried to
solicit the
participation of Japanese government officers for our
second round.
I visited an officer at the Japanese Economic
Planning Agency
who was sent from the Japanese Ministry of Finance
(MOF), the most
powerful ministry, and who was a graduate from
Political Science
Department of the University of Tokyo. I
explained to
him that the gaming players would act as if echelons of
governments
according to scenarios for the policy analysis,
training on
negotiation techniques, etc. He then replied to me
saying "Are
you suggesting to us, Japanese government officers, to
act as KABUKI
Players?" I learned how difficult it is to make mind-change."
(**) This world
gaming was conducted with graduate students and a
professor of
the Political Science Department of the University of
Tokyo. The professor
at Ritsumeikan University was also at the
department of
the same university at that time. The latter might
have never heard
of our world gaming with the use of ARPANET,
since the both
professors were rivals of each other. I learned
another kind
of barrier for the propagation of new technology.
Incidentally, when I had a teaching job offer from the
University of Tokyo, I declined it by the kind suggestion of
Late Dr. Shigeru Nambara, our family friend, former dean of
the Political Science Department and later Rector of the
university, and a good friend of Late President James Conant
of Harvard University -- both of them introduced American
educational system to Japan right after the World War II.
Dr. Nambara told me "Don't come here. It's so stifling that
nothing would be interesting!!" This might have been the
reason of such a ridiculous rivalry of the two professors
mentioned above.
Dear Roberto:
=============
(5) Many thanks for your msg (ATTACHMENT IV).
Dear Parker:
============
(6) Pls reply to Roberto's inquiries directly -- his inquiries
are about the
phrases appearing in your writing in ATTACHMENT
III of my previous
distribution of "Class on Peace Gaming at
Univ. of Hawaii - April 10,
2000" which can be found at <http://www.kagawa-jc.ac.jp/~steve/global-univ-2000.html>.
Best, Tak
****************************************
ATTACHMENT I
Date: Wed, 12 Apr 2000 08:37:39 -0400
From: Mark Siegmund <siegmund@thegrid.net>
To: utsumi@friends-partners.org
Subject: Re: Class on Peace Gaming at Univ. of Hawaii
Dear John Southworth,
I read with great interest the information about peace gaming and would
like
to know much more.
We are also doing peace "gaming" at the Tetworld Center for Peace and
Global
Gaming--modeled after Buckminster Fuller's concept for a world game.
Tetworld is a computer and internet based project, modeled after Buckminster
Fuller's concept for a world game--"To Make the World Work for Everyone".
You are cordially invited to visit and review the Tetworld Peace Through
Development Project, and the new Tetworld GlobalGame Complex...
--
Thanks, and,
Regards,
Mark Siegmund
****************************************
ATTACHMENT II
Excerpt from
<http://www.nytimes.com/library/cyber/week/100397netgame.html>
The New York Times, October 3, 1997
World Game Achieves Inventor's Vision of Global Play
By DAVID J. WALLACE
PHILADELPHIA -- More than 30 years ago, the philosopher and physicist
Buckminster Fuller envisioned a "World Game" played simultaneously
around the
globe, using computers to help solve problems of population explosion,
hunger,
disease and allocation of natural resources.
The only thing missing was a way to link all the computers. When Fuller
debuted World Game at the Montreal Expo in 1967, he assumed that it
would
involve a handful of terminals around the world, hard-wired to each
other in a
dedicated network.
For the past 25 years, the Philadelphia-based World Game Institute has
published research materials and held workshops that share Fuller's
view of
the world and his Dymaxion map, on which the continental landmasses
are all
portrayed in accurate scale.
Today, the Internet offers a global network linking many millions of
computers, so Fuller's vision has finally been realized in a way even
he could
not have foreseen. In late August, the beta version of NetWorldGame
was
unwrapped on the World Wide Web.
World Game Workshop players assume roles as citizens of various nations
and
take on responsibilities for solving regional or local concerns through
trade,
negotiation or political discussion. The workshop takes place on a
giant
Dymaxion map, like one shown at the World Game Institute homepage.
Players talk with each other and exchange symbols, such as candles that
represent energy resources, to reflect their actions, said Medard Gabel,
executive director of the World Game Institute.
On the Web, players use links to actual embassies, political dissident
organizations, interest groups and research sources for help in researching
real-life issues. Perhaps a medical secretary can help reduce hunger
armed
with data from UNICEF. Or a wannabe ambassador will advise an environmental
group on protecting endangered species using a report from the World
Bank.
Other links take players to search engines, global newspapers and additional
resources.
"There's a richer data stream and a chance to play for more than a few
hours,"
Gabel said, of the NetWorldGame compared to the workshop.
"But the downside is that you lose the social interaction. Some of the
solutions may be very good, they may be implementable in the real world.
And
they may come from a high school student, a corporate lawyer or an
expert," he
said. "Besides reaching the current world leaders, we'd like to reach
the
future leaders."
NetWorldGame players choose which of 10 regions they want to represent.
Or,
they may be a multinational corporate executive or a "judge" who coordinates
the game and monitors the action. Early beta games attracted players
from
Israel and Australia just through word of mouth, said World Game project
director Stephen Pyne. Each round, or turn, represents a year in the
region
and the results are tallied after a specified number of rounds. Players
themselves select the winners, usually those who make the greatest
progress
toward solving their region's concerns.
Implementing the online game took nine months longer than expected because
some features differed significantly from the live, in-person workshop.
The
number of concurrent games will increase as the server capacity and
data sets
are updated. Early games were limited to a few dozen participants and
the site
tells visitors whether games are full or if players can still join.
"It's real tricky. I didn't want to be overwhelmed," Pyne said, adding
that
capacity will be added as popularity dictates. But the game is already
taking
on a new personality than what was originally envisioned by either
Fuller or by the game's programmers.
"Real-time chat can't work because people are in all different time
zones," he
said. "So it functions more like a bulletin board, with people taking
turns,"
he said. "We're going to be changing things, adding new material and
expanding
from 10 regions to 100 countries."
The game was tested last year in several high schools, and by Congress
and the
United Nations, Gabel said. Instead of just an educational exercise,
Gabel
said, the NetWorldGame is intended to spur real change in the status
quo. He
has been pursuing corporate sponsors to underwrite cash prizes or air
travel
to assist players to implement ideas on subjects from reducing pollution
in
China to eliminating the threat of land mines.
Another development that may be added is a password-protect element,
that
would allow individual classes, corporations or groups to limit a game
to
their own members.
As the online world has expanded, so has the audience for networked
or Web-based
games, said Steven Jacobs, assistant professor of multimedia development
at Rochester Institute of Technology. Most games are distributed on
CD-ROM
because of access speed and reliability concerns on the Internet, but
interactive Web-based "software toys" are growing more popular and
commercial.
He mentioned Dogz where people "adopt" virtual puppies and kittens
and watch
them grow over time via their PC.
"The standard audience for online games," Jacobs said, "is the standard
audience for computer games in general: young, white males with lots
of
testosterone who like to shoot things." But he said that SimCity, an
urban
planning game, had demonstrated "a great interest in other things"
as well.
"I think there are a lot of people who have an interest in politics
or the
environment who aren't normally computer people," Jacobs said.
As an example, he pointed to the SimHealth exercise created by the game
developer Maxis. In 1994, amid the national debate over healthcare
reform in
the United States, SimHealth provided a means for players to operate
their own
healthcare company and to access various databases to learn about regulations,
costs and other details.
Other games and contests are proving popular on the Web. You Don't Know
Jack,
an online trivia game, gets 150,000 players a month, according to Business
Week.
The NetWorld Game initiative was partly financed by a $90,000 grant
from the
Geraldine R. Dodge Foundation, said Mark Walters, who oversees the
foundation's public issues grants. Because of the World Game Institute's
use
of technology, the leap to the Internet is a logical next step, he
said. World
Game was ahead of its time and had to wait for the vehicle that would
best
serve its global view with a real-time, worldwide reach.
"It's as if evolution created a new animal that's different in its structure,"
Jacobs said. "The Internet offers a structure of organization we've
never seen
before. The only thing that would let them achieve this is Internet.
Faxes
won't do it. Phones won't do it," he said.
Related Sites
Following are links to the external Web sitesmentioned in this article.
These
sites are not part of The NewYork Times on the Web, and The Times has
no
control over theircontent or availability. When you have finished visiting
any
ofthese sites, you will be able to return to this page by clicking
onyour Web
browser's "Back" button or icon until this pagereappears.
World Game Institute
<http://www.worldgame.org/>
Dymaxion Air-Ocean World Map from WNET
<http://www.thirteen.org/archive/bucky/dymap.html>
NetWorld Game
<http://www.worldgame.org/networldgame/>
You Don't Know Jack
<http://www.won.net/channels/bezerk/>
UNICEF
<http://www.unicef.org>
World Bank
<http://www.worldbank.org/>
Dogz
<http://www.dogz.com/>
Maxis
<http://www.simcity.com/home.shtml>
Copyright
1997 The New York Times Company
****************************************
ATTACHMENT III
Excerpt from Section 2.2 Inception of global peace gaming in my book
draft Chapter I at
<http://www.friends-partners.org/GLOSAS/Bookwriting/PART_I/Chapter_I/Total/Chapter_1_total_txt.html#Inception
of global peace gaming>.
2.2 Inception of global peace gaming
After attending the 1972 SCSC in San Diego, California, I visited Bob
Noel of
the Political Science Department of the University of California at
Santa
Barbara. A conference room had a wall-size world map with an American
flag
standing by. It was as if a situation room of a governmental agency.
The
adjacent room was a control room with a short-wave radio which could
receive
world news instantaneously. The room's wall adjacent to the conference
room
had a glass window from which they could video tape the activities
of the
conference. Dr. Noel was conducting a political gaming simulation on
international affairs using ARPANET [32], by assigning several different
schools to act as the governments of the United States, Soviet Union,
Japan,
China, etc. Students had to study about the assigned countries before
the
start of the game.
I asked him who was acting for Japan. He said the University of Southern
California. So I said to him, "However hard Americans may study about
Japan,
they cannot think as Japanese, since they eat steak with a knife and
fork
while Japanese eat noodles with chopsticks." So I proposed that he
invite the
University of Tokyo to play the role of the Japanese government. During
my
conversation with Bob Noel I also proposed him that all participating
game
players should have their systems dynamics type computer simulation
model test
and predict their proposed policies so that they could make quantitative
discussions basing on reliable facts and figures [33].
Jay Forrester of M.I.T. once said that the primary purpose of systems
dynamics
simulation is NOT for its prediction/forecasting, but for the clearer
understanding of such interdependent relationship of social factors.
I thought
that this, with scientific and rational analysis and critical thinking,
ought
to be the basic principle of global education for peace (Millennium
Institute) [34].
This was when the original idea of Globally Collaborative Peace Gaming
was
born -- more later -- (Nikkei Shimbun, November 4, 1973), -- and my
inquiries
to Bob Noel were based on the words John McLeod once mentioned that
the first
step of simulation was to make simulation exercise as close to the
simuland
(i.e., the target to simulate) as possible [35], since simulation projects
often consume huge resources.
In the spring of 1973, I conducted the world-first global "Peace Gaming"
with
Bob Noel with the use of e-mail over computer networks. I invited the
University of Tokyo and he invited the University of Brussels and the
University of London in addition to several universities in the U.S.
It was a
"normative" gaming as exchanging diplomatic e-mail messages without
the use of
quantitative computer simulation models. American universities sent
their
messages through ARPANET and overseas universities through GEISCO.
Students
acted as if the heads of states and cabinet members of assigned countries.
All
messages were accumulated and re-distributed by a node at the University
of
California in Santa Barbara. The scenario designed by Bob Noel assumed
an
international crisis with a border incident between Iran and Iraq --
which
actually happened about 10 years later <Utsumi, T. and A. Garzon,
1991 >.
Japan team sent their messages to the United Nations team asking to
make the
Straights of Maracca an international zone to secure oil flow from
the Middle
East to Japan, asked the U.S. and Soviet Union teams to withdraw their
navy
fleets from the Pacific and Indian Oceans respectively [36] [36a].
2.3 E-mail as message exchange via computer
A few weeks later, a salesman of GEISCO came to my office and asked
to
terminate this exciting global gaming upon instruction of KDD. Another
few
weeks later, however, the same salesman of GEISCO handed me an e-mail
message
from a Norwegian in Oslo (who was one of the team members of the "Limit
to
Growth" project at M.I.T.). The e-mail asked me the name and address
of the
person who installed DYNAMO simulation language in the GEISCO time-sharing
service mainframe computer in Cleveland, Ohio [37]. Upon my insistence,
the
salesman explained that our gaming simulation had to be stopped due
to the
Japanese telecommunications regulations, which strictly prohibited
the message
exchange through a computer without changing its contents -- more later,
--
though such message exchange was performed by the node at Bob Noel's
office in
Santa Barbara, California, which was clearly outside of the Japanese
judicial
domain [38]. On the other hand, his e-mail from Norway was permissible
because
it was transmitted by a salesman of GEISCO in Oslo to him in Tokyo
-- both
were in the same organization. I thought that this was patently unfair,
and
this triggered my deregulation efforts on the use of e-mail [39] --
more later.
****************************************
ATTACHMENT IV
Date: Tue, 18 Apr 2000 11:58:13 -0300
From: Roberto Andrea Mueller <rmueller@mail.ufv.br>
Subject: Re: Global Peace Gaming/Past and future possiblities
Cc: utsumi@columbia.edu
Dear respected Friends
Your work for peace is according to my little thoughts and as far as
I
understand very important and attractive.
In a previous e-mail you wrote:
"...so far, the most advanced technologies have mostly been used
politically to empower military defense and not for ideas and
methods for succesfully winning peace..."
and also:
"... model historic decisions and actions such as those that have
led to war and tragedy..."
With your probable permission, let me suggest a full hand of questions
on the above subject:
What is more attractive: to find a method to stop any war or to
find a method to have peace?
What brings happiness: to win a war or to understand problems and
communicate to find solutions?
Are solutionless problens depending on ignorance/wisdom?
Is there any bunker to hide and protect from the war consequences?
Elimination of bodies brings to solutions or transfers the problem(s)
to
a different dimension?
Thank you for your attention.
Best Regards.
Roberto
****************************************
List of Distribution
Dr. Mark A. Siegmund
Tetworld Center for Peace and Global Gaming
University of The Air
Sylmar, CA 91392
ICQ # 22569841
siegmund@thegrid.net
Tetworld@tripod.net
http://members.tripod.com/~Tetworld/+index.html
Visit the Main Introductory Page, at:
http://Tetworld.tripod.com
Visit the Tetworld Gaming Complex at:
http://members.tripod.com/~Tetworld/center.html
Tetworld Systems and Gaming page at:
http://members.tripod.com/~Tetworld/+index.html
Tetworld Center Global Advisory Committee, at:
http://members.tripod.com/~Tetworld/advisory.html
Award winning ezine"21st" (Tetrahedron and the Game article)
http://www.vxm.com/link.siegmund.html
David Crookall
Maison des Langues
UNSA (Univ de Nice-Sophia Antipolis)
98 bd E Herriot
BP 209, 06204 Nice Cedex 3
France.
Telephone: +33 (0)4.93.37.55.83; Fax: ....55.36
crookall@unice.fr
crookall@rocketmail.com
Home:
9 rue du Var
06510 Carros
France
"Simulation & Gaming: An International Journal of Theory,
Practice, and Research" (Sage) :
Edition & manuscrits / Editorial matters :
Contacter / Contact = David Crookall (Editor/Redacteur)
a/at UNSA (voir ci-dessus / see above).
Guide for Authors = www.utc.fr/tsh/sg/revue/section.html
(adresse temporaire / temporary address)
Autres (abonnements, etc.) / Other (subscription, etc.) :
Contacter / Contact = Sage Publications:
Telephone USA +1 805-499-0721
Fax: ...-0871
Telephone UK +44 (0)171 374 0645
Fax: ... 8741
www.sagepub.com/ &
www.sagepub.co.uk/
http://www.sagepub.co.uk/journals/usdetails/j0158.html
Mr. Medard Gabel
Director
The World Game Institute
Philadelphia, PA 19104
cdp!worldgame@labrea.stanford.edu
Prof. Dr. Roberto Andrea Mueller
Full time Chemistry Professor
University Counsellor
Departamento de Quimica
Universidade Federal de Vicosa
CEP 36571-000 - Vicosa
Minas Gerais - Brasil
Tel: (031)899-3057
FAX: (031)899-3065
rmueller@mail.ufv.br
Dr. Parker Rossman
3 Lemmon Drive
Columbia MO 65201-5413
573-443-3256
FAX: 314-876-5812 (emergency)
grossman@mail.coin.missouri.edu
jrossman@mail.coin.missouri.edu
grossman@bigcat.missouri.edu
http://www.trib.net/~prossman
http://trib.net/~prossman/
**********************************************************************
* Takeshi Utsumi, Ph.D., P.E., Chairman, GLOSAS/USA
*
* (GLObal Systems Analysis and Simulation Association in the U.S.A.)
*
* Laureate of Lord Perry Award for Excellence in Distance Education
*
* Founder of CAADE
*
* (Consortium for Affordable and Accessible Distance Education)
*
* President Emeritus and V.P. for Technology and Coordination of
*
* Global University System (GUS)
*
* 43-23 Colden Street, Flushing, NY 11355-3998, U.S.A.
*
* Tel: 718-939-0928; Fax: 718-939-0656 (day time only--prefer email)
*
* Email: utsumi@columbia.edu; Tax Exempt ID: 11-2999676
*
* http://www.friends-partners.org/GLOSAS/
*
**********************************************************************
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