scholarly journals Roleplaying to Improve Resilience

2021 ◽  
Vol 18 (1) ◽  
Author(s):  
Allan W. Shearer

This article presents an approach to improve urban resilience by examining crisis dynamics through a role-playing game. The set of exploratory exercises extend the Archaria 2035 scenario and geographic information system model, which was developed by the North Atlantic Treaty Organization (NATO) to advance concepts that support military operations. Participants (graduate students) worked in teams to identify and map critical relationships related to health, safety and welfare through a modified version of the Political, Military, Economic, Social, Infrastructure, Information (PMESII) framework. Next, each participant was given a one-page stakeholder profile that specified motives, kinds and degrees of influence, and connections to other stakeholders. This information was used to create maps that showed how each character understood the city. Crisis event details were revealed a day-and-a-half before the game. NATO staff contributed to the event by presenting courses of action to restore security and order. Participants gave opinions on how their characters might act during the event and react to the proposed military operations. Conversations created temporary collaborations among some stakeholders but also conflicts among others that could create additional problems. A post-game assignment asked participants to write memos on specific policies and plans that would reduce vulnerability to the crisis. As a matter of pedagogy, results the demonstrate the value of role-playing to consider multiple perspectives and second- and third-order effects of a crisis. Specifically, connecting gameplay conversations and results back to initial ideas about health, safety and welfare contributed to reconsiderations of assumptions about contingent relationships.

Arta ◽  
2021 ◽  
Vol 30 (1) ◽  
pp. 41-48
Author(s):  
Sergius Ciocanu ◽  

The documents attest the presence of an Armenian community in Chisinau since the ‘30s of the 18th century. In the 18th century, the Chisinau Armenians had a place of worship, located on the site of the present Armenian Church, in the “heart” of the city, on the first street parallel to the north-east side of the market square. In 1774, among the Chisinau Armenians, the priest Musuz was mentioned, who served in the Armenian Church. The temple was badly damaged by the fire that engulfed Chisinau during the military operations of 1788. The earthquake destroyed this place of worship on October 14, 1802. In 1803-1804, it was rebuilt in the same place. The construction manager and, possibly, the architect of the holy place, was master Vardan from Iaşi. According to the statistical documents of 1809, three priests and four deacons served in the Armenian church. The cemetery of Armenian community was located near the old Orthodox cemetery of the Mazarache church. However, some more important burials were also done in the churchyard of the Armenian church. During the XIX-XX centuries, the church underwent many alterations and renovations, which changed its appearance. In 1993, by the decision of the Parliament of the Republic of Moldova, this valuable building of Chisinau was given the status of historic monument.


Author(s):  
Janet Wedgwood ◽  
Zacharias Horiatis ◽  
Thaddeus Konicki

Support of military campaigns requires new approaches for effective generation of desired effects, and continuous adjustment of the actions, for the entire life of the campaign. Military planners are moving to Effects-Based Operations (EBO) [1] to achieve these desired effects for a combination of Diplomatic, Informational, Military, and Economic (DIME) actions. As military planners move from pure military operations to Effects-Based Operations (EBO) [1], they will need tools to enhance their understanding how the desired Political, Military, Economic, Social, Infrastructure, Information (PMESII) effects can be achieved through a combination of Diplomatic, Informational, Military, and Economic (DIME) actions. Engineers at Lockheed Martin Advanced Technology Laboratories are developing the Employing Automation for Effect Prediction and Exploration in Complex Simulations processes as part of their research into the use of Modeling and Simulation to develop and analyze campaign-level effects-based operations. It uses innovative multi-paradigm simulations of DIME actions on models to determine the probable desired effects, as well as the undesirable effects, while developing a better understanding of second and third order effects. In order for this technology to be useful to military analysts and planners, it must be made accessible to non computer scientists. Our goal is to help analysts and planners easily exploit the power of Modeling and Simulation for exploring Effects-Based Operations through automation of scenario development, model instantiation, integration and initialization and Course of Action (COA) development, simulation and analysis.


Author(s):  
V.A. Nesterenko

The materials of the newspaper “Sumy Herald” published during the period of the German occupation in the city of Sumy and devoted to the German submarines’ activities are analyzed in the article. The objective of the publication is to highlight the usage of this theme by the German propaganda to influence the Ukrainian population through the local press. The author has come to the conclusion that newspapers were the most widespread and effective form of propaganda at that time on the occupied territories of the USSR and Ukraine. In comparison to the radio and cinema they were able to cover the considerable part of the rural and urban population. The reports concerning the conduct of military operations were produced centrally and did not take into consideration the specific nature of perceiving this sort of information by the local population. They reports were overloaded with digital, geographic data and specific terms. Only in the second half of 1942 the articles, maps and charts meant to explain certain issues of the undersea war were produced. The greatest attention to the German submarines’ activities was paid by the propaganda in the period from February to September 1942. This is related to the successful actions of the German troops at the Eastern coast of the North Africa. The information concerning this theme was generally published on the first page. It was printed in the headings or subheadings, the bold font was used in the text of the article. Sometimes some illustrations in the form of photos and cartoons were used. The latter were not very common in the newspapers of that period. The information about the undersea war was provided quite promptly and in general was accurate. Except the loses of Britain and its allies in separate military operations the general data concerning the tonnage of sunk ships was published. The information about the German submarines loses was not given in contrast to the loses of the planes, for example. The reports references to the names of the submarines’ captains without providing any information about their personalities had no “personification” effect. Perhaps, it might be compensated by other sources of propaganda, for example by “Die Deutsche Wochenschau” series in the cinemas. But the latter covered a considerably lesser audience in comparison to the newspapers.


2020 ◽  
Vol 74 (3) ◽  
pp. 513-545
Author(s):  
Mee Kyung Jung

Abstract Pyongyang has been described as a center of evil that threatens the world with nuclear weapons. The city is perceived as both aggressive and controlled. This study explains those particularities of Pyongyang utilizing Wagner, Rudolf (2000) (“The moral center and the engine of change. A tale of two Chinese cities”. In: Peking Shanghai Shenzhen. Städte des 21. Jahrhunderts. Beijing Shanghai Shenzhen. Cities of the 21st Century. Vöckler, K and Luckow, D (eds.). Frankfurt: Campus Verlag, Edition Bauhaus, vol. 7, 452–459) theory of the Northeast Asian city as a moral center under the ongoing Korean War (although a ceasefire has been called, the war has not officially ended). This study starts by drawing similarities between Pyongyang and Hanyang, the capital of the Joseon Dynasty, which was established as a moral center according to the Rites of the Zhou Dynasty. I also look at the influence that the Korean War had on Pyongyang and find that Pyongyang was constructed to express the North Koreans socialist Juche ideology (self-reliance, subjecthood), while Hanyang expressed Confucian ideology. Pyongyang is more than just a moral center; it is “the Holy Land of Revolution” according to the “Administration Act of the Capital City Pyongyang”, where the war still takes place to defend the Juche Ideology and its supreme leader. The Korean War justifies the control in North Korea. The country utilizes the five-family control system inherited from the Joseon Dynasty. Its origin is legalism during the Warring States period (770−221 BC) in China. Control in Pyongyang has been strengthened because of the need for military operations in the unfinished Korean War, compared to Hanyang. Having relaxed political tensions in 2019, North Korea offers a vision for the future of Pyongyang as a “socialist fairyland” (seongyeong 仙境), which is related to Korea’s own Taoism (sinseon sasang 神仙思想). Developing Pyongyang with the Juche ideology from a Confucian tradition in the war, the city now reveals a unique means of cultural entanglement.


Author(s):  
Elita Nuraeny

Walking becomes a conversation, of past, present and future, between our body and the city. However, today’s modern hand-held map demands us to look down, disrupting the dialogue between the body and city. Like a modern role-playing game, the map guides us to our quest mark beyond with minimum consideration of the present time. The map makes the quest mark and path visible; yet, the in-between space of our reality is overlooked. Following the idea of a hidden quest mark in our real world, this study explores the lost narrative between our body and the city. The study examined a project named Location + that follows spatial history, experiences and the journey beyond of a hidden church of the Knights Templar in London. The project is filled with instructions to decipher codes, directing people to the church. By using psychogeography, the project Location + approaches a spatial narrative using site writing and creative map-making that is specific to the site. By emphasizing the idea that our journey matters, this project allows a dialogue between the body and city.


2020 ◽  
Vol 33 (3-4) ◽  
pp. 8-24
Author(s):  
Pekka M. Kolehmainen

Artikkeli tutkii poliittisten ideologioiden esittämistä Disco Elysium -pelissä (Viro 2019) epäonnistumisen tematiikan kautta. Virolaisen indie-peliyhtiö ZA/UM:n kehittämässä, fiktiiviseen maailmaan sijoittuvassa roolipelissä pelaajan tehtävänä on selvittää poliittisesti motivoitunut lynkkaus Revacholin kaupungin telakka-alueella. Tehtävää vaikeuttaa protagonistin ennen pelin alkua ottama humalaputki, jonka jäljiltä hän ei kykene muistamaan nimeään, persoonaansa tai edes maailmaansa. Artikkeli kysyy, miten absurdin humoristinen mutta synkkä peli rakentaa kuvauksia erilaisista poliittisista ideologioista (kommunismista, fasismista, kapitalismista ja sentrismistä) ja mahdollistaa pelaajan kanssakäymisen näiden ideologioiden kanssa epäonnistumisen kautta. Artikkeli pohtii epäonnistumista sekä pelimekaanisena että pelin maailmaan rakennettuna temaattisena elementtinä. Lähipeluun avulla se tuottaa analyysia pelin esittämästä maailmasta ja sen pelillisistä ratkaisuista ja kontekstualisoi sitten löydöksiään suhteessa pelin kehittäjien näkemyksiin työstään sekä pelin vastaanottoon kriitikoiden parissa. Artikkeli väittää, että pelimekaanisten ratkaisuidensa avulla peli esittää epäonnistumisen kautta näkemyksiä kuvailemistaan ideologioista ja rakentaa samalla laajempaa maailmankuvaa, jonka keskiössä on epäonnistumisen oma ideologisuus.   Disco Elysium and the political ideology of failure   The article explores the portrayal of political ideologies in the video game Disco Elysium (2019) through the thematic of failure. Developed by an Estonian indie game company ZA/UM, the role-playing game sets player in a fictive world and tasks him with solving a politically motivated lynching at the industrial harbor district of the city of Revachol. The mission is hindered by the protagonist’s drinking binge prior to the start of the game, which has caused him to forget his name, persona and even his world. The article questions how the absurdly humorous and yet dark game constructs its depictions of political ideologies (communism, fascism, capitalism, and centrism) and enables the player to interact with these ideologies through the notion of failure. The article examines failure as both a game mechanical and a thematical element built into the game’s world. Through the method of close-playing, it produces analysis of the world produced by the game as well as its game mechanical decisions. It then contextualizes its findings in relation to the pronouncements of the game developers regarding their work as well as the game’s reception among critics in international gaming media. The article argues that through its game mechanical decisions, the game uses failure to create arguments regarding the political ideologies it depicts. It uses these arguments to create a wider worldview, at the heart of which lies an ideology of failure.


Antiquity ◽  
1976 ◽  
Vol 50 (200) ◽  
pp. 216-222
Author(s):  
Beatrice De Cardi

Ras a1 Khaimah is the most northerly of the seven states comprising the United Arab Emirates and its Ruler, H. H. Sheikh Saqr bin Mohammad al-Qasimi, is keenly interested in the history of the state and its people. Survey carried out there jointly with Dr D. B. Doe in 1968 had focused attention on the site of JuIfar which lies just north of the present town of Ras a1 Khaimah (de Cardi, 1971, 230-2). Julfar was in existence in Abbasid times and its importance as an entrep6t during the sixteenth and seventeenth centuries-the Portuguese Period-is reflected by the quantity and variety of imported wares to be found among the ruins of the city. Most of the sites discovered during the survey dated from that period but a group of cairns near Ghalilah and some long gabled graves in the Shimal area to the north-east of the date-groves behind Ras a1 Khaimah (map, FIG. I) clearly represented a more distant past.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


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