In this blog series Drs. Michael Toomey, Andrew Judge, and Jenny Morrison (all University of Glasgow) explore how board games can be used as effective pedagogical tools to bring abstract concepts to life in the classroom. Each entry focuses on a specific game, outlining its mechanics, practical classroom applications, and any possible adaptions or limitations to its use within a standard seminar set up. In examining individual games, they aim to provide a support resource for educators seeking to experiment with games as part of their classroom activities, as well as engage critically with when and why we might use games within teaching. This month the series continues with Jenny Morrison’s review of Billionaires and Guillotines.
Continue reading “Serious Play: Board Games as Pedagogical Tools (5)”Serious Play: Board Games as Pedagogical Tools (4) – People Power
In this new blog series Drs. Michael Toomey, Andrew Judge, and Jenny Morrison (all University of Glasgow) explore how board games can be used as effective pedagogical tools to bring abstract concepts to life in the classroom. Each entry focuses on a specific game, outlining its mechanics, practical classroom applications, and any possible adaptions or limitations to its use within a standard seminar set up. In examining individual games, they aim to provide a support resource for educators seeking to experiment with games as part of their classroom activities, as well as engage critically with when and why we might use games within teaching. This month we continue with guest contributor Patrick Shea’s People Power, a game about political economy and conflict.

When I ask my students in the first class session in my Political Economy of Conflict course why conflicts happen, the answers tend to centre on power and territory. These answers are understandable, but they limit our ability to assess the motivations, strategies, and consequences for those involved in conflict. People Power: Insurgency in the Philippines, 1981-1986 is a board game that helps highlight the different political economy elements of conflict.
How does it work?
Designed by Ken Tee, People Power is part of GMT Games’ COIN (Counterinsurgency) series — a family of wargames that share gameplay mechanics across a range of historical conflicts. In this game, each player controls one of three factions: the Marcos Government, the insurgent New People’s Army (NPA), and the nonviolent Reformers. Each faction pursues asymmetric goals — the Government seeks territorial control and patronage, the NPA builds resistance through guerrilla operations, and the Reformers shift popular opinion through activism. Each turn, a card is drawn from an event deck that determines both the order in which factions may act and a historical event that players can choose to trigger. Factions that act on one card must pass on the next, forcing difficult decisions about when to act and when to wait. The game is organised into two Campaigns that culminate in Election Rounds, where victory is checked, resources are redistributed, and popular support can shift.
Continue reading “Serious Play: Board Games as Pedagogical Tools (4) – People Power”Name that Sim!
We love games and simulations here at ALPS, so much so that it’s the subject of my next book. As part of that project, I’m reading through every published game and simulation in the political science literature, and friends, I’ve noticed a problem:
We don’t name them.
Seriously. I have a column in my spreadsheet for the simulation name, and more than half of them so far don’t have actual names. I’m having to make up names myself, and I’m quite bad at naming things (I did, after all, name an article ‘Who’s Afraid of the Big Bad Methods?‘). As I look through my list, I’m seeing a lot of ‘climate change game’; ‘East Asia IR game’; ‘foreign policy decision making simulation’; and ‘judge/court game’. None of that helps me–or more importantly, an instructor trying to find a classroom activity–distinguish one game from another, or target specific knowledge areas or skills.
So, this post is a simple call that if you are creating a game or simulation for classroom use, please give it a name!
Do you know how hard it is to recommend classroom activities when they don’t have standard names? If I say ‘think-pair-share’ or ‘minute paper’, everyone either knows what I mean, or can figure it out in a quick internet search. If, however I say, ‘that congressional hearing simulation’–well, good luck figuring out which one i mean. There are a dozen or more.
Names affect which games I do recommend. I get asked a lot about what I’d recommend to teach X subject. I can easily tell someone about Diplomacy, Statecraft, Model Diplomacy, the Game of Politics, Hedgemony, Zendo–all of these have clear names, and by associating the game with a name, I’m able to recall the basics of gameplay, even if its not something I’ve used myself. Even Model UN and its many variations has a clear name that points to a category of simulations that fit a particular set of instructional needs. My colleague Victor Asal, having seen his most popular game go by at least three different names (The Hobbes Game, the Classical Realism Game, or Survive or Die), much more consistently names his games now (although one has unfortunately seen its name change from ‘December 1941’ to ‘the Hitler Game’ in recent years). Others do this regularly as well–shout outs to Alves, Silver, and Barbosa (2021) for The Challenge Game and to the same team plus Pacheco for the Game of Shapes (2023); to Fielder (2019) for the Chocolate Wars, to Krain and Lantis (2006) for the Global Problem Summit, to Thomas (2002) for the Isle of Ted, and to Stapleton (2013) for Stars and Triangles. While these certainly aren’t the only games with set names, they are examples of the kind of thing this researcher is looking for. A clear name that provides a simple connection to something about the educational purpose of your game.
So, those of you considering publishing your games and simulations, whether in the academic literature, on ALPS, in APSA Educate, or elsewhere, please: give it a name. I want to be able to talk about and share your work, and this will really help.

