In considering what we know about evaluating the effectiveness of simulation games, we need to supplement the old joke: &dquo;So how's your wife, Sam?&dquo; &dquo;Compared to what?&dquo; We need to add, &dquo;For what purpose, under what conditions, and how can we be sure?&dquo; CONDITIONSThe most important recent clarification of assessment efforts has been recognition of the many complex ways in which a given game is not the same experience for everyone and may not be the Downloaded from 308 same experience for anyone (for a discussion of the &dquo;multiple realities&dquo; possible in games, see Greenblat and Gagnon, 1979). The tendency to think and write about the learning from the experience of a game must give way, in the first place, to recognition that what anyone learns from any experience depends on a host of circumstances: what the person is looking for; the detailed &dquo;shape&dquo; of the experience (a term explicated below); the nature of the person; opportunities to practice; similarities of that experience to other experiences; the intrinsic pleasantness / unpleasantness of the experience. Such variables obviously affect what we all learn from any experience, whether it be a lecture, a cocktail party, or a movie; and it should be clear that they affect what people learn from a simulation game, not to mention &dquo;simulation-gaming.&dquo;WHAT IS BEING LOOKED FOR In most formal or purposive instruction-learning situations, the standard formula is to say, in effect, &dquo;Here is what you are supposed to learn; now learn it; now display that you have learned it.&dquo; Chartier (1973) feels that the simulation-gaming experience has more satisfactory outcomes when a learning &dquo;set&dquo; is established through specification for students of why they are playing, what is expected of them, and what they can expect to learn. However, it is just at this point that some philosophies of simulation-gaming complicate assessment efforts, insisting that part of the special nature of simulation-gaming instruction is not to make clear in advance what is to be looked for. Indeed, from this view, much if not all of the point of the simulation-gaming experience would be lost if participants knew the point in advance.Simulation-gamers are by no means of one mind on this issue, as our discussion of &dquo;the shape of the experience&dquo; makes clear. However, the existence of this point of view distinguishes simulation-gaming learning from much other learning at the outset, and leaves (purposely, perhaps) the question of what will be learned up to variables outside the instructor's control, except at The University of Iowa Libraries on June 21, 2015 sag.sagepub.com Downloaded from 309 to the extent that he or she can control them during the debriefing session. In comparing simulation-gaming learning with learning from more conventional pedagogies, this perspective complicates the problem of defining the dependent variables.Even if the 4'point&dquo; of a simulation-gaming experience werelost if it were discussed in a...