A Study on Gaming Simulation as a Key of Meta-Frame of Planning for Neighborhood Immigrant Integration and Co-existing Diversity | SpringerLink
Skip to main content

A Study on Gaming Simulation as a Key of Meta-Frame of Planning for Neighborhood Immigrant Integration and Co-existing Diversity

  • Conference paper
  • First Online:
Intersections in Simulation and Gaming (ISAGA 2016, SimTecT 2016)

Abstract

We are living in an era of diversity. Globalization has made it easier for people to move not just across the border but rather across the world, thus there are many ongoing issues with social cohesion and immigrant integration in urban neighborhoods. Immigrant integration as suggested by the IOM (International organisation for Migration) is a two-way process, which includes both the immigrant and the host society. Research has pointed out that the promotion of diversity in local neighborhoods is one of the integral solutions for immigrant integration. However, past evidence suggests that Thai people have a terribly limited understanding of the notion of diversity, and many of them still have prejudice in regard to migrant workers. The objectives of this research are (1) To evaluate the residents’ perception of understanding and acceptance toward the concept of immigrant integration and neighborhood co-existing diversity (2) To find out the effect of a gaming simulation on the resident and the immigrant. We introduce the Diverse Arrival Game as a game to promote diversity and immigrant integration. We implemented the gaming simulation along with pre-test and post-test questionnaires in a diverse neighborhood in Chiang Mai. The results show that the game improved perceptions in both groups toward neighborhood diversity. The game has the ability to promote mutual understanding among the local stakeholders and prompt the acceptance of the diversity concept that stimulates a powerful dialogue and ultimately leads to a new local initiative for diverse neighborhood planning.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
¥17,985 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
JPY 3498
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
JPY 5719
Price includes VAT (Japan)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 7149
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    Feldt, A., G., Rycus, M.: Analytical methods. In: Hemalata C. Dandekar, The planner use of information. APA planers press, Washington (1988).

  2. 2.

    Kanegae, H. During his discussion with Huyakorn, P. regarding the term and aim of “diversity and integration concept” (2016).

  3. 3.

    From the interview of Tom M. Mitchell by Stephen Ibaraki on machine learning, the brain, and policy, Association of Advance Machinery (ACM) (2014).

References

  1. Cook, R.W., Swift, C.O.: The pedagogical efficacy of a sales management simulation. Mark. Educ. Rev. 16(3), 37–46 (2006)

    Article  Google Scholar 

  2. Dieleman, H., Huisingh, D.: Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability. J. Clean. Prod. 14, 837–847 (2006)

    Article  Google Scholar 

  3. Duke, R.D.: Gaming: the Future’s Language. Sage publication, New York (1974)

    Google Scholar 

  4. Dumblekar, V.: Management simulations: tests of effectiveness, changing trends in management. In: Challenges and Opportunities, pp. 104–115 (2003)

    Google Scholar 

  5. Faria, A.J., Dickinson, J.R.: Simulation gaming for sales management training. J. Manag. Dev. 13(1), 47–59 (1994)

    Article  Google Scholar 

  6. Feldt, A.G.: Thirty-five years in gaming. Simul. Gaming 26(4), 448–452 (1995)

    Article  Google Scholar 

  7. Glaeser, E.: Triumph of the City. Penguin Books, New York (2011)

    Google Scholar 

  8. Haapasalo, H., Hyvonen, J.: Simulating business and operations management - a learning environment for the electronics industry. Int. J. Prod. Econ. 73, 261–272 (2001)

    Article  Google Scholar 

  9. Hoberman, S., Mailick, S.: Experiential Management Development: From Learning to Practice. Quorum Books, Westport (1992)

    Google Scholar 

  10. Kesten, J., Raco, M., Colomb, C., Moreira De Souza, T., Freire Trigo, S.: Fieldwork Inhabitants. UCL, London (2015)

    Google Scholar 

  11. Klabbers, J.H.G.: The Magic Circle: Principle of Gaming & Simulation, 3rd edn. Sense publisher, Rotterdam (2006)

    Google Scholar 

  12. Kolb, D.A.: Experiential Learning: Experience As the Source of Learning and Development, 2nd edn. Pearson Eduation, New Jersey (1984)

    Google Scholar 

  13. Internationl Organization for Migration: Thailand Migration Report 2011. IOM, Bangkok, pp. 28–33 (2011)

    Google Scholar 

  14. Lainema, T., Hilmola, O.P.: Learn more, better and faster: computer-based simulation gaming of production and operations. Int. J. Bus. Perform. Manag. 7(1), 34–59 (2005)

    Article  Google Scholar 

  15. Machuca, J.A.D.: Transparent-Box Business Simulators: An Aid to Manage the Complexity of Organizations. Simul. Gaming 31(2), 230–239 (2000)

    Article  Google Scholar 

  16. McGonigal, J.: Reality is Broken. Penguin book, New York (2011)

    Google Scholar 

  17. Migration Policy Institute: Skilled Immigrants in the Global Economy: Prospects for International Cooperation on Recognition of Foreign Qualifications. MPI, Washington, D.C. (2014)

    Google Scholar 

  18. Penninx, R.: Decentralising Integration Policies. Policy Network, London (2009)

    Google Scholar 

  19. Promsaka, S., Huyakorn, P., Rizzi, P.: Urban gaming simulation for enhancing disaster resilience. A social learning tool for modern disaster risk management. TeMA J. Land Use Mob. Environ. Spec. Issue 841–851 (2014)

    Google Scholar 

  20. Rizzi, P.: Slang, Language or Metalanguage/on the Fleetingness of Word. Czasopismo Techniczne. Architektura 108(1), 330–337 (2011)

    Google Scholar 

  21. Rizzi, P., Cossu, R.: Gaming simulation: a tool for empower social scale-free networks. Some reflection on the impact in urban planning. In: CUPUM 2007 Computers in Urban Planning and Urban Management International Conference, p. 288 (2007)

    Google Scholar 

  22. Salas, E., Wildman, J.L., Piccolo, R.F.: Using simulation-based training to enhance management education. Acad. Manag. Learn. Educ. 8(4), 559–573 (2009)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Pongpisit Huyakorn .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Huyakorn, P., Rizzi, P., Kanegae, H. (2018). A Study on Gaming Simulation as a Key of Meta-Frame of Planning for Neighborhood Immigrant Integration and Co-existing Diversity. In: Naweed, A., Wardaszko, M., Leigh, E., Meijer, S. (eds) Intersections in Simulation and Gaming. ISAGA SimTecT 2016 2016. Lecture Notes in Computer Science(), vol 10711. Springer, Cham. https://doi.org/10.1007/978-3-319-78795-4_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-78795-4_19

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-78794-7

  • Online ISBN: 978-3-319-78795-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics