3.2 Games & simulations
The Albatross: originally found in D. Batchelder, & E. G. Warner(Eds.), Beyond experience: The experiential approach to cross-cultural education. Brattleboro, VT: Experiment Press. Gochenour, T. (1977).
Cross Culture Tour Game, A fast-paced, interactive board game designed to raise business people’s awareness of cultural issues. Published by Richard Lewis Communications and House of Training
DIVERSOPHY® is an intercultural training instrument in the form of a game for 3 to 8 people in one or several groups playing simultaneously. Players are tested on facts and appropriate behavioral choices, share their own background and experiences with diversity or intercultural challenges, get advice about the culture they are exploring, and undergo the risks of living or working in a new environment or with people different from themselves. Over twenty culture specific games are available in up to four languages.
http://www.diversophy.com/products/diversophy/index.htm
Ecotonos: A Multicultural Problem-Solving Simulation
Ecotonos centers around a common group task: building a bridge, a Lego community, or solving a case study, for example. 12-80 (it's been done with 1200!) participants assemble into three groups or cultures, and begin their task. Some people from each culture emigrate, and the task continues. The simulation includes extensive debriefing instructions and handouts on intercultural problem- solving/task accomplishment. Can be conducted multiple times to gauge progress.
http://www.interculturalpress.com/shop/ecotonostext.html
Life as a Black Man
The first and only board game to depict life from the perspective of a Minority person in the USA.
http://www.blackmangame.com/text/game.htm
Randömia Balloon Factory: Working across the Cultural Divide
Simulates a realistic business-related problem that many Western managers and trainers experience when they interact with people who have different value- driven behaviors. It is designed for 15 to 35 participants and takes approximately three hours. One unique feature is that the Richlanders—composed of some mixture of U.S. American, Anglo- Canadian, British, Irish, German, Dutch, Belgian, Scandinavian, Australian, or New Zealander participants-play themselves. They receive no cultural rules, unlike the Randömians, who are given specific rules on how to behave. Created by Cornelius Grove and Willa Hallowell. 2002, Intercultural Press
http://www.interculturalpress.com/shop/Randomiatext.html
Redundancia: A Foreign Language Simulation
Redundancia is a very powerful nine-minute simulation, plus debrief. Participants assemble into triads and take turns as speaker, listener and observer. The speaker has a three- minute turn using the Redundancia language. Several years later participants still say it was "the longest three minutes of my life!" Teaches empathy for non-fluent speakers, and cross-cultural listening skills. Has been conducted in English, Spanish, French, German, Japanese, Korean, and many other languages.
http://www.nipporica.com/prod.htm
SAGSET
The Society for the Advancement of Games and Simulations in Education and Training
www.ms.ic.ac.uk/sagset 
Simulation Training Systems
BaFá BaFá, RaFá RaFá, Star Power, Pumping the Colors, Where do you Draw the Line?, What is No?
Simulations to understand how culture affects each person's behavior & what is required of each person to live or work with people who have different values, work styles, & world views.
http://www.stsintl.com/
Yan-koloba
A Multicultural Teamwork Game and
Character Building Activity Rooted in Africa
http://www.universalhighways.com/