CHILD ABUSE IDENTIFICATION AND 
                         REPORTING GAME
                                      
          
          
          
          
          
          
          
          
          
                           created by
          
          
                      Charles L. McGehee, Ph. D.
          
                       Professor of Sociology
                    Central Washington University
                                
                                                                 


                                      
          
          
          
          
          
          
          
          
          
          
          
          
            Child Abuse Identification and Reporting Game
          Copyright 1977, 1980, 1995 by Charles L. McGehee
                                      
          
          
          
          
          
          
          
          
          
          
          
          
          
          
          
                     Address correspondence to: 
                                
                        Charles L.  McGehee
                      Department of Sociology
                   Central Washington University
                     Ellensburg, WA 98926  USA  
                         Tel: 509-963-2005  
                         Fax: 509-963-1308 
                        E-mail: chasm@cwu.edu                                 
          
          
                          TABLE OF CONTENTS
          
          
          
          OBJECT OF THE GAME . . . . . . . . . . . . . . . . . .1
          
          EQUIPMENT PROVIDED . . . . . . . . . . . . . . . . . .3
          
          GAME ONE:  SCHOOL-AGE CHILD. . . . . . . . . . . . . .5
          
          GAME TWO:  PRE-SCHOOL CHILD. . . . . . . . . . . . . 11
          
          GAME THREE:  INFANT. . . . . . . . . . . . . . . . . 17
          
          TRAINER'S INSTRUCTIONS . . . . . . . . . . . . . . . 21
          
          
          
          
          
                              
          
                             OBJECT OF THE GAME
          
               Identification of injuries of children and the
          decision to report suspected abuse are two of the most
          difficult problems professionals and the general public
          are confronted with. This game is designed to facilitate
          developing skills of identification and insights into the
          problems experienced by persons in various social roles
          when confronting the decision to report child abuse.
          
               Although child abuse may seem to many to be a matter
          of objective fact, it is far from it. While there may be
          a certain amount of objective evidence associated with
          much child abuse, the key elements of the processes of
          identification and reporting lie in the abstract realm of
          inference, imputation, suspicion and fear. Whether
          injuries are identified correctly or incorrectly as child
          abuse depends not only on the objective information
          available to the observer, but also on such factors as
          the observer's relationship to the child and parents in
          question, his stake in the neighborhood and community,
          his vested interests in his occupation, his perceptions
          of himself and his future, his fear of the law, and a
          host of other considerations which are frequently
          regarded as "irrational." These factors, however, are
          very real to all of us. They cannot be dismissed as
          irrational on irrelevant merely because they are
          difficult to understand or may contribute to the harm of
          an innocent child or the false accusation of an innocent
          parent. They are the substance of our social and
          psychological existence, and, as such, must be dealt with
          on their own terms. 
          
               Moreover, these problems cannot be eliminated simply
          by leaving the matter in the hands of "the experts," for
          the experts upon which we have come to depend for so many
          decisions have emerged all to frequently being woefully
          ill-prepared to make such decisions, as well as
          demonstrating more human frailties than we care to
          acknowledge.  
          
               In this game, the participants are confronted with an
          injured child. Each person having contact with the child,
          given the nature of the information he has about the
          injuries, his knowledge of the child, his common sense
          knowledge of the world in general, and the
          vulnerabilities associated with his particular role, is
          compelled to make a decision about reporting the child's
          injuries. He must decide in his own mind if the injuries
          are child abuse, and, if so, whether he will "go out on
          a limb" and report his suspicions to the Child Protective
          Service (CPS). If reported, it is then up to the CPS
          worker to investigate the allegations and to make a final
          determination if the injuries were the result of (1)
          nature, (2) accident, (3) self-injury, (4) intentional
          injury by another who is not the parent or
          parent-substitute, or (5) intentional injury by a parent
          or parent-substitute   that is, child abuse. If it is
          indeed child abuse, the CPS worker must decide what
          course of action to take, such as, whether to attempt to
          prosecute the parent(s), attempt a treatment strategy,
          monitor the family, let the matter drop, etc.
          
               The game can end in two ways: (1) when no one will
          report the injuries to CPS, or (2) when reported the CPS
          worker has made a final decision about the nature of the
          case.
          
               As in real life, the outcomes may be good or bad.
          Abuse may be correctly reported as abuse, and non-abuse
          may rightly not be reported at all. On the other hand,
          genuine abuse may not be reported while non-abuse may be
          reported and treated as abuse.
          
               It is to be hoped that playing this game will
          contribute to the participants gaining a measure of skill
          and self-confidence that will permit them a degree of
          freedom from total dependency on cadres of "experts" in
          the field. If such freedom is to be gained, it will come
          from the realization that the skills in question here
          involve, in reality, little more than basic logic and an
          appreciation of human relationships. There is no mystery
               which is beyond the grasp of ordinary people.     
          
          
          
                             EQUIPMENT PROVIDED
          
          
          1    pink "age" die for infants
          1    blue "age" die for pre-school children
          2    green "age" dice for school-age children
          1    white "sex" die
          1    gray "abuse" die
          1    yellow "medical history" die
          1    orange "babysitter's knowledge" die
          1    tan "neighbor's knowledge" die
          1    lavender "teacher's knowledge" die
          
          1    packet "injury" cards for pre-school and school-age
               children
          1    packet "injury" cards for infants, birth to 2 years of
               age.
          
          1    packet school-age child's "vulnerability" cards 
              1packet pre-school child's "vulnerability" cards
          1    packet parent's "vulnerability"cards
          1    packet doctor's "vulnerability" cards
          1    packet teacher's "vulnerability" cards
          1    packet school principal's "vulnerability" cards
          1    packet neighbor's "vulnerability" cards
          1    packet babysitter's "vulnerability" cards
          1    packet Child Protective Service (CPS) worker's
               "vulnerability" cards
          
               Instructions               
                  

Top GAME ONE: SCHOOL-AGE CHILD Age, 6 to 15 years THE PLAYERS This game may be played by 7-8 persons. The roles are: Child Parent(s): The role or roles of one or both parents may be played with both parents living together. A single parent may also be played or a single parent living with a lover. This is at the option of the players. Neighbor Teacher School Principal Doctor (family physician) Child Protective Service (CPS) worker Note: In the event additional players are present and it is not feasible to reduce the size of the group by splitting it up, accommodate the additional players by adding neighbors. EQUIPMENT 2green "age" dice) 1white "sex" die ) give to parent(s) 1 gray "abuse" die) 1tan "neighbor's knowledge" die - give to neighbor 1lavender "teacher's knowledge" die - give to teacher 1yellow "medical history" die -- give to doctor Injury cards for school-age child - give to parent(s) Vulnerability cards for school-age child, parent(s), neighbor, teacher, doctor, and CPS worker. INSTRUCTIONS 1.Assign roles to players by shuffling the vulnerability card packets, placing them face down and allowing players to draw one at random. The packet drawn becomes the role to be played. Distribute the remaining injury cards and the dice as stated above. In this game, players' information about the situation is basically derived from drawn cards and thrown dice. The information, therefore, will be minimal, and, consequently, the participants must make up details of the story to follow. The parent(s) determines the sex and the age of the child by throwing the white "sex" die and the green "age" dice. The numbers on the two "age" dice are added together to make the age of the child. These results are noted on a piece of paper. 3.The parent(s) and child draw an injury card from the packet. They may see only the visible injuries and may not look inside the card at the invisible injuries. (Note: Only the doctor is able to see the invisible injuries.) 4.The parent(s) and the child are the only ones who know for sure how the injuries occurred. They step aside from the group for a moment and roll the gray "abuse" die. The outcome of the roll of this die is recorded on a piece of paper for future reference. Given the outcome of the roll of the die, the parent(s) and the child must together create an account of how the injuries occurred. This account must accurately reflect the injuries described on the injury card which was drawn. This account then becomes the objective "truth" of the injury in terms of which the success of later decision will be judged. No one else is told what is written on the paper at this point. 5.The parent(s) and child return to the group and draw three "vulnerability" cards from their respective packets and keep them for future use. 6.ROUND ONE Round one begins when the parent(s) must decide whether to go to the doctor with the child. The parent(s) must take into account the nature and extent of the child's injuries and the parent's(s') vulnerabilities when making this decision. After the parent has decided whether to go to the doctor, but before going to the doctor (if that was the decision), the child's visible injuries are seen by the neighbor and the teacher (in order for each to have a turn in the game.) The neighbor draws three vulnerability cards and rolls the tan "neighbor's knowledge" die for special information about the child only a neighbor might know. The teacher also draws three vulnerability cards and rolls the purple "teacher's knowledge" die for information about the child only a teacher might know. Both the neighbor and the teacher must decide whether they will report the injuries to CPS. They may talk to the parent(s) and child who may or may not cooperate but they may not talk to each other. The teacher should consult with the principal, whose sole source of information about-the matter is the teacher. The principal must decide whether to support and encourage the teacher, and the teacher must decide whether to follow the advice or orders of the principal or disregard him/her and act independently. Each must consider the facts of the matter and his/her vulnerabilities in making this decision. The neighbor, teacher and principal may all discuss the matter with the parent(s) and child who may or may not be cooperative. Only the teacher and principal may discuss the matter among themselves, however. If the parent decides not to go to the doctor and neither the neighbor, teacher nor principal choose to report the matter to CPS, the game ends with the matter untreated and unreported. The neighbor, teacher and principal then tell their reasons for not reporting. The doctor is permitted to see the "invisible" injuries which he/she reports to the group. The parent(s) and child then tell what "really" happened and the parent's(s') reasons for not going to the doctor. Group discussion then follows concerning the appropriateness of the responses, possible consequences, and alternatives. If the parent(s) goes to the doctor, round one ends and round two begins. If the neighbor, teacher or principal reported to CPS and the parent(s) did not go to the doctor, round two is by-passed and round three is started immediately. 7.ROUND TWO Round two begins when the parent(s) goes to the doctor. The parent(s) show the doctor the injury card and informs him/her of the age and sex of the child. The doctor sees not only the visible injuries but also the invisible ones (inside card.) The doctor rolls the yellow "medical history" die to determine if the child has any medical history which helps understand the injuries. The doctor conducts his/her examination of the child and interviews the parent(s) and the child in order to come to a conclusion about the cause of the injuries. The parent(s) and child may tell the "truth" or they may lie. They may tell the same-story or they may contradict each other. The doctor draws three vulnerability cards but does not show them to the rest of the participants. The doctor must now decide, given his/her conclusions about the injuries and taking into considerations his/her vulnerabilities, whether to report the injuries to CPS. If he/she decides not to report, the game ends. The doctor then tells his/her reasoning behind the decision. The parent(s) and child tell the "true" cause of the injuries and group discussion then follows concerning the appropriateness of the doctor's decision, possible consequences and alternatives. If the doctor decides to report the injuries to CPS, round three begins. 8.ROUND THREE Round three begins when the CPS worker receives a report from the doctor, the neighbor, the teacher, or the principal. The CPS worker draws three vulnerability cards from the packet. The CPS worker then interviews the person or persons reporting concerning their knowledge of the situation, and, in the case of the doctor, his/her special findings. Remember, the CPS worker knows only what the persons in question will tell him/her in spite of what may have been discussed in "public" during the course of the game. Considering the nature of the information and his/her vulnerabilities, the CPS worker must decide whether to conduct an investigation of the parent(s). If not, the game ends and the CPS worker tells his/her reasons for not investigating the matter, the parent(s) and child tell the "true" causes of the injuries, and group discussion follows. If the CPS worker decides to investigate, he/she interviews the parent to inform him/her of the report, view and talk to the child if possible, and hear the parent's(s') story. Once again, the parent(s) and child may tell the "truth" or they may lie. They may tell the same story or they may contradict each other. If the report came directly from either the neighbor, the teacher, or the principal but not the doctor, the CPS worker may interview the doctor, assuming the parent(s) went to the doctor; or the worker may order the child to be examined by the doctor in the event the parent(s) did not or will not take the child. In general, any party not reporting the matter may also be interviewed by the CPS worker during the course of the investigation. They may or may not be cooperative. The CPS worker must then decide if a case of child abuse has occurred, and, if so, what to do about it. This decision must be made taking into account the facts of the matter and his/her vulnerabilities. When the CPS worker has made this decision, the game ends. The worker announces the decision and the reasoning behind it, the parent(s) and child tell what "really" happened, and group discussion follows concerning the appropriateness of the CPS worker's action, possible consequences and alternatives. The game may be repeated by changing roles among the participants, rolling the dice anew and drawing new cards.

Top GAME TWO: PRE-SCHOOL CHILD Age, 2 « to 5 years THE PLAYERS This game may be played by 6-7 persons. The roles are: Child Parent(s): The role or roles of one or both parents may be played with both parents living together. A single parent may also be played or a single parent living with a lover. This is at the option of the players. Neighbor Babysitter or day-care worker Doctor (family physician) Child Protective Service (CPS) worker Note: In the event additional players are present and it is not feasible to reduce the size of the group by splitting it up, accommodate the additional players by adding neighbors. EQUIPMENT 1blue "age" die ) 1white "sex" die ) give to parent(s) 1gray "abuse" die) 1tan "neighbor's knowledge" die -- give to neighbor(s) 1orange "babysitter's knowledge" die -- give to babysitter 1yellow "medical history" die - give to doctor Injury cards for pre-school child -- give to parent(s) Vulnerability cards for pre-school child, parent(s), neighbor, babysitter, doctor and CPS worker. INSTRUCTIONS 1.Assign roles to players by shuffling the vulnerability card packets, placing them face down and allowing players to draw one at random. The packet drawn becomes the role to be played. Distribute the remaining injury cards and the dice as stated above. In this game, players' information about the situation is basically derived from drawn cards and thrown dice. The information, therefore, will be minimal, and, consequently, the participants must make up details of the story to follow. 2.The parent(s) determines the sex and the age of the child by throwing the white "sex" die and the "blue" age die. The results are noted on a piece of paper. 3.The parent(s) and the child draw an injury card from the packet. They may see only the visible injuries and may not look inside the card at the invisible injuries. (Note: Only the doctor is able to see the invisible injuries.) 4.The parent(s) and the child are the only ones who know for sure how the injuries occurred. They step aside from the group for a moment and roll the gray "abuse" die. The outcome of the roll of this die is recorded on a piece of paper for future reference. Given the outcome of the roll of the die, the parent and child must together create an account of how the injuries occurred. This account must accurately reflect the injuries described on the injury card which was drawn. This account then becomes the objective "truth" of the injury in terms of which the success of later decisions will be judged. No one else is told what is written on the paper at this point. 5.The parent(s) and child return to the group and draw three "vulnerability" cards from their respective packets and keep them for future use. 6.ROUND ONE Round one begins when the parent(s) must decide whether to go to the doctor with the child. The parent(s) must take into account the nature and extent of the child's injuries and the parent's(s') vulnerabilities when making this decision. After the parent has decided whether to go to the doctor, but before going to the doctor (if that was the decision), the child's visible injuries are seen by the neighbor and the babysitter (in order for each to have a turn in the game.) The neighbor draws three vulnerability cards and rolls the tan "neighbor's knowledge" die for special information about the child only a neighbor might know. The babysitter also draws three vulnerability cards and rolls the orange "babysitter's knowledge" die for special information about the child which only a babysitter might know. Both the neighbor and the babysitter must decide whether they will report the injuries to CPS. They may talk to the parent(s) and child who may or may not cooperate but they may not talk to each other. If the parent(s) does not take the child to the doctor and neither the neighbor nor the babysitter report the injuries to CPS, the game ends with the matter untreated and unreported. The neighbor and babysitter tell their reasons for not reporting. The doctor is permitted to see the "invisible" injuries which he/she reports to the group. The parent(s) and child then tell what "really" happened and the parent's(s') reasons for not going to the doctor. Group discussion then follows concerning the appropriateness of the responses, possible consequences, and alternatives. If the parent goes to the doctor, round one ends and round two begins. If the neighbor or babysitter reported to CPS and the parent did not go to the doctor, round two is by-passed and round three (see number 8) is started immediately. 7.ROUND TWO Round two begins when the parent(s) goes to the doctor. The parent(s) show the doctor the injury card and informs him/her of the age and sex of the child. The doctor sees not only the visible injuries but also the invisible ones (inside card.) The doctor rolls the yellow "medical history" die to determine if the child has any medical history which helps understand the injuries. The doctor conducts his/her examination of the child and interviews the parent(s) and the child in order to come to a conclusion about the cause of the injuries. The parent(s) and child may tell the "truth" or they may lie. They may tell the same story or they may contradict each other. The doctor draws three vulnerability cards but does not show them to the rest of the participants. The doctor must now decide, given his/her conclusions about the injuries and taking into consideration his/her vulnerabilities, whether to report the injuries to CPS. If he/she decides not to report, the game ends. The doctor then tells his/her reasoning behind the decision. The parent(s) and child tell the "true" cause of the injuries and group discussion then follows concerning the appropriateness of the doctor's decision, possible consequences and alternatives. If the doctor decides to report the injuries to CPS, round three begins. 8.ROUND THREE Round three begins when the CPS worker receives a report from the doctor, the neighbor or the babysitter. The CPS worker draws three vulnerability cards from the packet. The CPS worker then interviews the person or persons reporting concerning their knowledge of the situation and, in the case of the doctor, his/her special findings. Remember, the CPS worker knows only what the persons questioned will tell him/her in spite of what may have been discussed in "public" during the course of the game. Considering the nature of the information and his/her vulnerabilities, the CPS worker must decide whether to conduct an investigation of the parent(s). If not, the game ends and the CPS worker tells his/her reasons for not investigating the matter, the parent(s) and child tell the "true" cause of the injuries, and group discussion follows. If the CPS worker decides to investigate, he/she interviews the parent to inform him/her of the report, view and talk to the child if possible, and hear the parent's(s') story. Once again, the parent(s) and child may tell the "truth" or they may lie. They may tell the same story or they may contradict each other. If the report came directly from either the neighbor or the babysitter but not the doctor, the CPS worker may interview the doctor, assuming the parent went to the doctor; or the worker may order the child to be examined by the doctor in the event the parent(s) did not or will not take the child. In general, any party not reporting the matter may also be interviewed by the CPS worker during the course of the investigation. They may or may not be cooperative. The CPS worker must then decide if a case of child abuse has occurred, and, if so, what to do about it. This decision must be made taking into account the facts of the matter and his/her vulnerabilities. When the CPS worker has made this decision, the game ends. The worker announces the decision and the reasoning behind it, the parent(s) and child tell what "really" happened, and group discussion follows concerning the appropriateness of the CPS worker's action, possible consequences and alternatives. The game may be repeated by changing roles among the participants, rolling the dice anew and drawing new cards.

Top GAME THREE: INFANT Age, Birth to 2 years THE PLAYERS This game may be played by 3-4 persons. The roles are: Parent(s): The role or roles of one or both parents may be played with both parents living together. A single parent may also be played or a single parent living with a lover. This is at the option of the players. Doctor (family physician) Child Protective Service (CPS) worker EQUIPMENT 1pink "age" die 1white "sex" die give to parent(s) 1gray "abuse" die) 1yellow "medical history" die give to doctor Injury cards for Infant, ages birth to 2 years give to parent(s) Vulnerability cards for parent(s), doctor, and CPS worker INSTRUCTIONS 1.Assign roles to players by shuffling vulnerability card packets, placing them face down and allowing players to draw one at random. The packet drawn becomes the role to be played. Distribute the remaining injury cards and the dice as stated above. In this game, players' information about the situation is basically derived from drawn cards and thrown dice. The information, therefore, will be minimal and, consequently, the participants must make up details of the story to follow. 2.The parent determines the sex and age of the child by throwing the white "sex" die and the pink "age" die. The results are noted on a piece of paper. 3.The parent(s) draw an injury card from the packet. The parent(s) may see only the visible injuries and may not look inside at the invisible injuries. (Note: only the doctor is able to see the invisible injuries.) 4.The parent(s) and the child are the only ones who know for sure how the injury was caused. However, since an infant child cannot speak to the matter, the parent is the only one who can. The parent steps aside from the rest of the group for a moment and rolls the gray "abuse" die. The outcome of this roll is noted on a piece of paper for future reference. Given the outcome of the roll, the parent must then create an account of how the injury occurred. This account is recorded on a piece of paper also. This account must accurately reflect the injuries described on the injury card which was drawn. This account then becomes the objective "truth" of the injury in terms of which the success of later decisions will be judged. No one else is told what is written on the paper at this point. 5.The parent(s) returns to the group and draws three "vulnerability" cards from the pack and keeps them for future use. 6.ROUND ONE Round one begins when the parent must decide whether to go to the doctor with the child. The parent must take into account the nature and the extent of the injuries, and the parent's vulnerabilities when making this decision. If the parent decides not to go to the doctor, the game ends with the matter untreated and unreported. The parent then tells the group the "true" causes of the injuries, his/her vulnerabilities and reasons for not having gone to the doctor. The doctor then is given the "invisible" aspects of the injury card which he/she reveals to the participants. Group discussion then follows concerning the appropriateness of the parent's(s') responses, possible consequences and alternatives. If the parent(s) decides to go to the doctor, round one ends and round two begins. 7.ROUND TWO Round two begins when the parent goes to the doctor. The parent(s) shows the doctor the injury card and informs him/her of the age and sex of the child. The doctor sees not only the visible injuries but also the invisible ones (inside card. The doctor rolls the yellow "medical history" die to determine if the child has any medical history which helps understand the injuries. The doctor conducts his/ her examination of the child, and interviews the parent(s) in order to come to a conclusion about the cause of the injuries. The parent(s) may tell the "truth" or he/she/they may lie. The doctor draws three vulnerability cards but does not show them to the rest of the participants. The doctor must now decide, given his/her conclusion about the injuries and taking into consideration his/her vulnerabilities, whether to report the injuries to CPS. If he/she decides not to report, the game ends. The doctor then tells his/her reasoning behind the decision. The parent(s) tells the "true" cause of the injuries and group discussion follows concerning the appropriateness of the doctor's decision, possible consequences, and alternatives. If the doctor decides to report the injuries to the CPS worker, round three begins. 8.ROUND THREE Round three begins when the CPS worker receives a report from the doctor. The CPS worker draws three vulnerability cards from the pack, but does not show them to anyone else. The CPS worker then interviews the doctor about his/her special findings. Note: the CPS worker only knows what the doctor tells him/her in spite of what may have been discussed in "public" in the course of the game. Considering the nature of the information from the doctor and his/her vulnerabilities, the CPS worker must decide whether to conduct an investigation of the parent. If not, the game ends, the CPS worker tells his/her reasons for not investigating the matter, the parent(s) tells the "true" causes of the injuries and group discussion follows. If the CPS worker decides to investigate, he/she then interviews the parent to inform him/her of the report, view the child and hear the parent's(s') story. The worker must then decide if a case of child abuse has occurred, and, if so, what to do about it. This decision must be made taking into account the facts of the matter as well as his/her vulnerabilities. When the CPS worker has made this decision, the game ends. The group is told the decision and the reasoning behind it, the parent(s) tells what "really" happened and group discussion follows concerning the appropriateness of the response, possible consequences and alternatives. The game may be repeated by changing roles among the participants, rolling the dice anew and drawing new cards.

Top TRAINER'S INSTRUCTIONS The "Child Abuse Identification and Reporting Game" is adaptable to many teaching situations and interest groups. It may be played in three forms, one for those interested in working with infants, one for pre-schoolers, and one for school-age children. Since the structure of the social environment of each age child varies both in number and type of person involved with the child not to mention type of harm that may come to it a great number of different interests may be met through the game. The game provides virtually endless variations which can serve to develop skills of inquiry and decision-making of a deep nature. It is, however, important for the trainer to recognize that this game will not substitute for prior elementary instruction in three areas: (1) forensic science, especially the logic of bruises, burns and broken bones, (2) the legal system, especially local child abuse reporting laws, and (3)social role analysis and the problems of role conflict and strain. The game has been designed with the assumption that the students have already been exposed to some problems of these areas. (A few hours in each area should suffice.) For example, It is assumed that part of the prior instruction has been to produce the student with enough basic instruction in the logic of injuries and their relation to verbal accounts that they know how a burn resulting from immersion in hot liquid differs in appearance from one resulting from thrown or poured liquid, or how the mark of a flexible belt differs in appearance from that of a stiff stick. There are a number of prepared curricula available, such as the "WE CARE" curriculum (DHEW) with accompanying filmstrips, which are good preparation. It is also suggested that the trainer accumulate an assortment of sticks, straps, pots, pans, etc., for practical demonstration. Students grasp the issues very quickly when given practical demonstrations. It is not expected that the student be medically, legally or clinically competent in any sense in order to play the game. He or she need only be conversant with the issues in a very general sense. The trainer may find students unwilling or uneasy about playing the role of "experts", such as physicians or social workers, explaining the problem in terms such as, "I don't know what they do. I'm no doctor or social worker." It will be the task of the trainer to modify the mystique of medicine present in the popular consciousness enough to allow a layman to play the role. The game is not structured in a technically sophisticated manner. Moreover, it must also be realized that the issues in identification are not usually such that medical sophistication, and only medical sophistication, is the key to identification. Similarly, the role of the social worker will be easier to play to the extent that the trainer has been able to "demystify" the role by developing an awareness in the student that identification and development of courses of action are no means always, or even usually, easy merely because one hold an official position or has an advanced degree. A brief description of treatment programs, their goals, structure, and problems will be helpful in this regard. The trainer should take pains to point out that difficulty of identification, limited explanatory models of child abuse, and legal and bureaucratic constraints all act to make the social worker more human than laymen may care to think. The trainer should also remember that the game is only suggestive. It is up to the players to fill in the details of the story using their own imaginations. The story, even though a product of imagination, must nonetheless be real, that is, the details must coincide with what real people might do. There may be a tendency for players to ask whether they are allowed to ask certain questions or whether they must answer certain questions. Remember, in real life any question may be asked and, similarly, any question need not be answered. Of course, real people may draw certain inferences from any question asked and any question refused or answered evasively. That is simply part of the problem. Real people are, likewise, not always pleasant to each other, particularly under such circumstances. They also do not always tell the truth and sometimes contradict themselves. Parent and child, even though they know the "truth" of the matter may contradict each other. This may occur for a variety of reasons even though the injury was quite accidental. The trainer may also have to remind the players of their vulnerabilities from time to time, since the players may want to deny the reality of the vulnerabilities. It is not unusual, for example, for a player to deny that "what the neighbors think" is a real consideration merely because he believes it ought not be the case. The problem the game presents is for the player to deal with the vulnerabilities by deciding whether he will accept the risk of the consequences of them and report the child abuse anyway. The trainer should attempt to insure that this confrontation with the possible unpleasant personal consequences is made and not avoided through denial. While an effort has been made to design the injury cards in such a way that the internal ("invisible") injuries are consistent with the external ("visible") injuries, the trainer should also insure that the "true" story accounting for the injury be such that the injury, both external and internal, could actually have caused it. In this regard, the trainer should proof the account before the game begins and after having looked at the invisible injuries which are usually seen only by the physician.

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