In this article, the authors assess the use of gaming/simulation for research purposes within the organization and policy sciences. They describe three categories of research: (a) gaming/simulation for pure research, (b) gaming/simulation for policy development, and (c) gaming/simulation for policy implementation and organizational change. For each category, an example project is described. Studying six projects and interviewing experts on these projects, they draw lessons for each category. At the end of the article, they conclude with eight methodological characteristics of gaming for empirical-analytical study of policy and organization projects.