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

  • Pongpisit Huyakorn
  • Paola Rizzi
  • Hidehiko Kanegae
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10711)


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.


Diversity Immigrant integration Gaming simulation Neighborhood planning 


  1. 1.
    Cook, R.W., Swift, C.O.: The pedagogical efficacy of a sales management simulation. Mark. Educ. Rev. 16(3), 37–46 (2006)CrossRefGoogle Scholar
  2. 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)CrossRefGoogle Scholar
  3. 3.
    Duke, R.D.: Gaming: the Future’s Language. Sage publication, New York (1974)Google Scholar
  4. 4.
    Dumblekar, V.: Management simulations: tests of effectiveness, changing trends in management. In: Challenges and Opportunities, pp. 104–115 (2003)Google Scholar
  5. 5.
    Faria, A.J., Dickinson, J.R.: Simulation gaming for sales management training. J. Manag. Dev. 13(1), 47–59 (1994)CrossRefGoogle Scholar
  6. 6.
    Feldt, A.G.: Thirty-five years in gaming. Simul. Gaming 26(4), 448–452 (1995)CrossRefGoogle Scholar
  7. 7.
    Glaeser, E.: Triumph of the City. Penguin Books, New York (2011)Google Scholar
  8. 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)CrossRefGoogle Scholar
  9. 9.
    Hoberman, S., Mailick, S.: Experiential Management Development: From Learning to Practice. Quorum Books, Westport (1992)Google Scholar
  10. 10.
    Kesten, J., Raco, M., Colomb, C., Moreira De Souza, T., Freire Trigo, S.: Fieldwork Inhabitants. UCL, London (2015)Google Scholar
  11. 11.
    Klabbers, J.H.G.: The Magic Circle: Principle of Gaming & Simulation, 3rd edn. Sense publisher, Rotterdam (2006)Google Scholar
  12. 12.
    Kolb, D.A.: Experiential Learning: Experience As the Source of Learning and Development, 2nd edn. Pearson Eduation, New Jersey (1984)Google Scholar
  13. 13.
    Internationl Organization for Migration: Thailand Migration Report 2011. IOM, Bangkok, pp. 28–33 (2011)Google Scholar
  14. 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)CrossRefGoogle Scholar
  15. 15.
    Machuca, J.A.D.: Transparent-Box Business Simulators: An Aid to Manage the Complexity of Organizations. Simul. Gaming 31(2), 230–239 (2000)CrossRefGoogle Scholar
  16. 16.
    McGonigal, J.: Reality is Broken. Penguin book, New York (2011)Google Scholar
  17. 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. 18.
    Penninx, R.: Decentralising Integration Policies. Policy Network, London (2009)Google Scholar
  19. 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. 20.
    Rizzi, P.: Slang, Language or Metalanguage/on the Fleetingness of Word. Czasopismo Techniczne. Architektura 108(1), 330–337 (2011)Google Scholar
  21. 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. 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)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.UDDI, Thammasat UniversityBangkokThailand
  2. 2.University of L’AquilaL’AquilaItaly
  3. 3.Ritsumeikan UniversityKyotoJapan

Personalised recommendations