Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Click here for more information

Click here to sign up for SAGE Journal Email Alerts today!

Sign In to gain access to subscriptions and/or personal tools.
Simulation & Gaming
This Article
Right arrow Full Text (PDF)
Right arrow References
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via Google Scholar
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by de Vries, B.
Right arrow Search for Related Content
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Susclime: A Simulation/Game on Population and Development in a Climate-Constrained World

Bert de Vries

National Institute for Public Health and the Environment, bert.vries{at}rivm.nl

The simulation/game SUSCLIME is introduced as a tool to explore long-termfutures. The model world of SUSCLIME is briefly described. It is a simple world with a goods-producing and a service-providing capital stock, the latter including consumption. There are two countries. The players of each country allocate the industrial output between these two stocks and three energy capital stocks: oil, renewable, or efficiency. The two countries can trade oil and make loans. The major goal is to go through the demographic transition by increasing the welfare per person and making the transition from oil to renewable energy. The latter is needed to avoid negative impacts on the economy due to rising C02 concentrations. Some illustrative outcomes and game experiences are discussed.

Key Words: climate change • development • economy • energy • environment • population • simulation/gaming

Simulation & Gaming, Vol. 29, No. 2, 216-237 (1998)
DOI: 10.1177/1046878198292006


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?