{'fraction_non_alphanumeric': 0.011777301927194861, 'fraction_numerical': 0.008565310492505354, 'mean_word_length': 5.275167785234899, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
The Saga of ISAGA

This article sketches the emergence of gaming and simulation associations in the 1960s and 1970s with a particular interest in ISAGA, the International Simulation and Gaming Association. It elaborates on the prospects to shape a meta-science of design, constituted by communities of practice and nourished by communities of observers. It is partly a transdisciplinary review on gaming and simulation methodology and partly an elaboration of current methodological questions. One reason for taking a dual position relates to the fact that members of gaming and simulation associations represent two distinct branches of science: the design and analytical sciences. The basic idea of the design sciences is to build and assess artifacts. The scientific method of the analytical sciences aims at developing and testing theories. Each pays attention to different notions of causality and different criteria for success.