This paper presents empirical results of research on the influence of social aspects on the organization of transactions in the domain of chains and networks. The research method used was a gaming simulation called the Trust and Tracing game in which participants trade commodity goods with a hidden quality attribute. Previous sessions of this gaming simulation identified a list of variables for further investigation (Meijer et al, 2006). The use of gaming simulation as data gathering tool for quantitative research in supply chains and networks is a proof-of-principle. This paper shows results from 27 newly conducted sessions and previously unused data from 3 older sessions. Tests confirmed the use of network and market modes of organization. Pre-existing social relations influenced the course of the action in the sessions. Being socially embedded was not beneficial for the score on the performance indicators money and points. The hypothesized reduction in measurable transaction costs when there was high trust between the participants could not be found. Further analysis revealed that participants are able to suspect cheats in a session based on other factors than tracing. Testing hypotheses with data gathered in a gaming simulation proved feasible. Experiences with the methodology used are discussed.Keywords: gaming simulation, social relations, trust, transactions, supply networks 1. Introduction Chain and network sciences is a stream of research that focuses on an application domain rather than on an aspect domain. Aspects to be investigated range from pure technology to social relationships. A typical consumer good has been traded in a series of transactions before it reaches the consumer. The sequential businesses involved in the supply of the good can be viewed as one supply network. Focusing on the actual route of a particular product through the network identifies the supply chain of this good. Typically, the aspects are not investigated independently but in an interdisciplinary approach. Interdisciplinary research requires research methods suited for studying multiple aspects simultaneously. Meijer et al (2006) presented a gaming simulation that made participants learn about transactions and embeddedness in a trade network. In the discussion the authors identified a need to collect more data to answer specific questions about what drives the course of the game sessions. They listed a series of variables that could be of value for research in the simulated supply network. The current paper is the result of continued research into the variables identified using the Trust and Tracing game (T&T game) by playing 27 additional sessions and using quantitative data analysis.The next section describes the methodological contribution. The current paper is showing a proof-of-principle of using a gaming simulation for quantitative research in the chain and network domain. Section 3 introduces the theoretical framework and hypotheses, based on New Institutional Economics. Materials and methods are in Section ...