Games can be designed for dual purposes: a) to generate a practical tool (artifact) for supporting the design-in-the-large, or b) to devise
a method or model in the analytical science tradition for developing and testing theories. In both cases games are being used to simulate (to model)
existing social systems. Klabbers stresses the fact that members of gaming and simulation associations represent two distinct branches of science:
a) design sciences (communities of practice) and b) analytical sciences (community of observers). The basic concept of the design sciences is
to build games and assess their effects and usability. The scientific methods of the analytical sciences aim at using games for developing
and testing theories. Both communities focus on different notions of causality and use different criteria for success.

| Design Specifications |
1. Client 2. Purpose 3. Subject matter 4. Target audience 5. Context of use |
==> Design brief covering the game concept | |
| Social System |
Syntax =>'form' | Semantics =>'content' | Pragmatics => 'use' |
| Actors | Number of players; Number of game places |
Roles | First-order vs. second-order steering; knowledge as acquisition, and/or as interaction |
| Rules | Game manipulation set; Set of allowable game positions; Final game positions; Evaluation functions |
Relationships between roles; Cultural, socio-economic situations; Meaning of places for resource allocation and their position within team of players |
Team of game facilitators; Format: rigid-rule vs. free form; Assessment functions |
| Resources | Game frame and Set of pieces shaping the game space | Resources; Dynamic set of places in the game space |
Paraphernalia; Equipment; Facilities |
