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SIMSOC
SIMSOC
by Macmillan Publishing, Simon & Schuster, Inc. (1966)
Player Count
15 to 60

Playing Time
8 hours
Categories
  • Political
  • Civilization
  • Economic
  • Negotiation
  • Industry / Manufacturing
  • Educational
  • Designers
  • William A. Gamson
  • Mechanisms
  • Trading
  • Variable Player Powers
  • Cooperative Play
  • Role Playing
  • Paper-and-Pencil
  • Simulation
  • Rating: 6.75/10 from 4 users

    Description

    SIMSOC (pronounced sim'-sock), a unique social process game, was developed to make social science more vivid than has been possible with traditional teaching methods. It is designed to be played WITHOUT the use of a computer. SIMSOC is a way to actively involve students in processes of large-scale conflict, protest, social control, and social change. SIMSOC creates a situation in which the participants must actively question the nature of social order.

    Included are: Rules for playing, materials needed for play and questions to guide discussions afterward. Materials are provided on perforated sheets and include: SimBucks of various denominations, travel passes, sustenance tickets, and coupons which can be exchanged for "munchies" during the game (representing luxuries). Also included are play-aids, scenario leaflets and several puzzle sheets that are distributed to players as wage-earning jobs.

    Players are citizens of a simulated modern international society taking on roles of political and industrial leaders, workers, the media, the judiciary and the unemployed. Some randomly selected players may be "Minorities" (wearing masks or armbands) and can be victims of prejudice at any time by the other players. Players attempt to deal with scenarios presented each session while attaining personal goals and maintaining a viable society.

    SIMSOC is best with approximately 40 participants, and is intended to be played in 5 to 10 sessions of about an hour apiece. Rules adjustments are included to support smaller groups and fewer, abbreviated sessions. Space should be available to divide the players into 4 groups (or 3 for smaller games) preferably in separate rooms, although corners of a large room will suffice.

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