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Peace, Violence, and Simulation/Gaming

David Crookall

Simulation & Gaming, 2013, vol. 44, issue 1, 7-26

Abstract: I characterize violence as falling into two types, using Arthur Koestler’s two tendencies: integrative and self-assertive. It is the integrative tendency, the belief in a cause and the abrogation of one’s identity and obedience to a higher authority, that leads to integrative violence and wars. The principal cause of violence is not individual aggressiveness, but submission to ingroup, cause, ideology, or country. Simulation/games and debriefing protocols need to take into account a wide spectrum of research on the springs of violence if they are to promote durable peace.

Keywords: Arthur Koestler; belonging; collective violence; conflict; debriefing; emotions; holon; individual violence; ingroups; institutional violence; integrative tendency; integrative; violence; intergroup relations; obedience to authority; origins of violence; outgroups; peace; peacebuilding; self-assertive tendency; self-assertive violence; simulation; design; social identity theory; violence (search for similar items in EconPapers)
Date: 2013
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:44:y:2013:i:1:p:7-26

DOI: 10.1177/1046878113479009

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