This article reviews various gaming and simulation traditions in international politics, leading to a detailed discussion of network simulations in general and the ICONS project in particular. Through extensive preparation, simulation, and postsimulation activities, ICONS participants test negotiation strategies, improve communication skills, deal with interdependence of issues, experience cultural differences, work in teams, and master communications technology. ICONS addresses the call for internationalization of the curriculum as well as the need for integration of technology into the classroom.There is something of a tradition in international politics in classifying simulations into three types: all human, human-machine, and all machine. This article will not attempt a comprehensive review of these various approaches. Rather, it will focus on the human-machine variety and on the International Communication and Negotiation Simulation (ICONS) approach almost exclusively. First, however, a bit of background.In the field of international relations, the group of kindred activities referred to as political gaming, simulation games, crisis games, and the like, has been around in various forms for several decades. Their roots are in military strategy, diplomatic analysis, organizational sociology, operations research, econometrics, and computer science.2 Early simulations were developed by and for policy analysts whose goal was to capture the subtlety of international political issues through the use of fairly detailed scenarios, which focused on real or plausible policy problems. These simulations were free-form, with country-teams often staffed by foreign-policy experts and area specialists whose decisions were constrained not by the rigid input