RENKEI PAX School 2016

Group 4 Report “Overcoming Fear”

Members: Tatsuya Imamura (Kyoto University), Pradeep Panthi (Nagoya University),Thi Bich Tran (Ritsumeikan Asia Pacific University), Trissia Wijaya (RitsumeikanUniversity),

ChristopherWheeler(NewcastleUniversity),

Hoai

HuongDang(Ritsumeikan Asia Pacific University)
Introduction
The only one thing that inspired us to participate on RENKEI PAX summer school inKyoto was its interdisciplinary relationship of peace, arts, culture and science (PACS)
which was defined as multiple dimensions of peace. Our group worked on Gas Mask withgroup task named “Fear, Cooperation and Peace: (FCP)”.
Exhibition
During the war, fear of retaliation deterred the major powers from using chemicalweapons against each other. Serendipitously, Japan also frequently deployed thechemical weapons within the expansion into China through its notorious Unit 731 which
ferociously carried out brutal experiments on the population of recently-invaded
Manchuria. Whole villages and towns were deliberately infected with plague, andthousands of Chinese were killed in germ warfare field experiments. The research unit
was established in 1938 in Japanese-occupied China in aims to develop biological and amore potent poison gas.
Having said that, the main idea of this exhibition is not only to disclose the unforgotten“Unit 731” during the Second Sino-Japanese War, but also to emphasize how the conceptof fear itself is a real double edged of sword. In the realist point of view, a country’s lustof power has created “fear” to their enemy in order to maintain their national interest
and ensure the survival. In fact, the history has reminded us of how the “fear thriving”
would never lead a country to an obsolete victory, instead it would end up at thedisastrous total war and eventually backfire on its people’s security.
GameThe game we created aims to overcome the feeling of fear that is created by theuncertainty through cooperation. This concept is based on the fact that the cooperation
amongst government, police and citizen protected the people from the fear of gas attackand controlled citizens through the distribution of gas mask.

The rule of this game is as follows. Three people form a team composed of one civilian,
one police officer, and one government official. Each magnet represents a crime the police,
government, and civilian must solve together. Each card represents an address where acrime may need to be solved.
The way of playing game is the following order. Firstly, government will draw a card andtell the civilian the card that was drawn; the card corresponds to the location of a crimeon the board. Secondly, after the civilian locates the crime (i.e. card) on the board, thecivilian will non-verbally communicate to the government the location of the crime.
Acceptable non-verbally communication includes body language and physical interaction.
Thirdly, the government will orally communicate the location of the crime to the police.
Fourthly, the blindfolded police will move the magnetic stick according to the directions
communicated by the government. Fifthly, once the specific number of crimes have beensolved within the specified timeframe, then the police obtain a shipment of gas marks
for distribution.
To win the game, seven crimes (magnets) must be solved (taken) before experiencing agas attack. Successful cooperation will lead to solving all seven crimes within fiveminutes. Five crimes must be solved within the first three minutes to obtain a gas mask.
If less than five crimes are solved, then after three minutes all spades and clovers (blacksuited) cards become gas attack locations. A total of six crimes must be solved withinfour minutes to obtain a gas mask. If less than six crimes are solved, then after four
minutes all spades, clovers, and diamonds become gas arrack locations.
A gas mask obtained within the first three minutes prevents all spades and clovers (blacksuited) cards from becoming gas attack locations for one minute. A gas mask obtained
within the four minutes prevents all diamonds from becoming gas attack locations for 30
seconds.
Conclusion
The exhibition and game demonstration from various study groups was inspirable andcreative way of thinking about peace and we learned about how to give message of peaceto the public.
We hope our work, which shows the fear of time and the uncertainty of communication,
will be the good trigger of rethinking about the fear of war.