Abstract
In this chapter, we present a case study of the Settoku Nattoku (persuasion and consent) game, which focuses on persuasion as a method of gaming to encourage discussion. The SN game simulates the interaction between persuasive communication and resistance to persuasion, in which players perform the roles of persuader and persuaded and change their thinking and behavior on a given topic. The game simulates the interaction between persuasive communication and the resistance to it. The theme of persuasion in the study is environmental issues, which are largely related to the social dilemma, the relationship between individuals and society, and economic disparity among people. While changing people’s behavior may facilitate the solution to the problem, this paper discusses how gaming influences people’s values in education, including the ethical issues of its introduction into education.
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This work was supported by JSPS KAKENHI Grant Number 19K03210.
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Appendix: The Settoku Nattoku (SN) Game
Appendix: The Settoku Nattoku (SN) Game
1.1 Number of Players
Any number. An even number of participants are preferable.
1.2 Supplies
Idea card to persuade for each player. Players can also create their own cards based on a theme set before the game. In this case, 52-card packs of energy-saving behavior card game (Sugiura & Mikami, 2018), which showed specific ideas for energy-saving behavior, were used.
1.3 Preparation
Players are divided into two groups. The first group will assume the persuader role, while the second group will assume the role of the persuaded. The role interchanges in the second session.
Before the game begins, all of the players are asked to the idea or statements that they try to persuade when they take a role of persuaders. In addition, players are asked to create a plan of persuasion using their knowledge of persuasive techniques.
1.4 Session 1: First Persuasion
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The first group players (persuaders) are asked to persuade the other players (the persuaded). The persuaded are required to sit down and wait for persuaders, while the persuaders are required to stand up and go to the persuaded and choose the first person to persuade.
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When persuading, persuaders attempt to explain the idea or a statement and to persuade the person to agree to it. If the persuaded agrees to it, they will write a signature on the card (or place sticker on it as a sign of signature). If she does not agree, “NO” will be written (or a [half] piece of the sticker is placed on the card).
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Persuaders repeat the persuasion in order to receive as many agreements as possible within 10 min of the session.
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Players reflect on their experiences in Session 1 in their respective roles.
1.5 Session 2: Changing the Role
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In the second session, the two groups switch their roles from persuader to the persuaded and vice versa. Subsequently, the same 10 min persuasion session continues.
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As in the first session, the players reflect on their experiences in Session 2 in their respective roles.
1.6 Debriefing
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The scores are calculated. The number of signatures are divided by the number of total trials of persuasion. This success rate is converted to points ranging from 0 to 100.
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Players use the reflection sheet to reflect on the entire game experience (see the text for the content of the reflection).
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The facilitator interviews the players and provides commentary on the game at the conclusion.
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Sugiura, J. (2022). Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games. In: Kikkawa, T., Kriz, W.C., Sugiura, J. (eds) Gaming as a Cultural Commons. Translational Systems Sciences, vol 28. Springer, Singapore. https://doi.org/10.1007/978-981-19-0348-9_7
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DOI: https://doi.org/10.1007/978-981-19-0348-9_7
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