Planspiel-Literaturdatenbank des ZMS
2022
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Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.) (2022): Planspiele - Erkenntnisse aus Praxis und Forschung. Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021. DHBW Stuttgart. Norderstedt: Books on Demand (ZMS-Schriftenreihe)
- Steiner 2022 – Die Planspielmethode in der Mittelstufe
- Krebs 2022 – Helmpflicht
- Güttler-Lindemann 2022 – Develop the skills of managers
- Gerner 2022 – The Art of Facilitating
- Freese, Zürn et al. 2022 – Unterschiede zwischen Expert*innen und Noviz*innen
- Freese, Lukosch 2022 – Black screens and real people
- Costa 2022 – Spiele im Sozialmanagement
- Alf, Trautwein 2022 – Zum Einfluss von Studierenden
- Trautwein, Alf 2022 – Theoriebasierte Entwicklung eines Inventars
- Trautwein 2022 – Der Deutsche Planspielpreis
- Störlein 2022 – Politische Planspiele an Grundschulen
- Luge 2022 – Lernzielorientierte Konzeption
- Solèr 2022 – Playground
- Rustemeier, Astheimer, Ann-Kristin: Giorgashvili, Tornike et al. 2022 – Experience Scrum
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(2022) : Zum Einfluss von Studierenden auf die Lehre mit Planspielen In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 89-96
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(2022) : Board Game Immersion In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 43-55
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(2022) : Spiele im Sozialmanagement. Ein Konzept zur Erweiterung der Methodenvielfalt in der Ausbildung In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 185-187
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(2022): Die Simulation der Arbeit von Betriebs- und Personalräten am Beispiel des Planspiels „Miteinander statt gegeneinander“. In: GWP – Gesellschaft. Wirtschaft. Politik 71 (4), S. 485-493
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(2022) : Black screens and real people. Concepts of fidelity in facilitating offline and online simulation games In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 11-28
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(2022) : Unterschiede zwischen Expert*innen und Noviz*innen beim Planspielen In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 127-136
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(2022) : The Art of Facilitating the Undesired In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 29-46
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(2022) : Develop the skills of managers. Über das Konzept des Systemischen Rollenspiels In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 137-156
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(2022): Collaboration and emotions during simulation-based learning in general management courses. In: Studies in Educational Evaluation 73. DOI: 10.1016/j.stueduc.2022.101130
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Kikkawa, Toshiko (2022): Gaming as a Cultural Commons. Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura. Singapore: Springer (Translational Systems Sciences Ser)
Abstract: Preface- Part 1 Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation – Terminology and Fundamentals -- Chapter 2: Knowledge from the Great Ancestors: The “Cone of Ab-straction” – Revisiting a Key Concept through Interviews with Gaming Simulation Veterans -- Chapter 3 -- Board Game Immersion -- Chapter 4: Women (and a little bit of Culture) in Simulation Gaming -- Chapter 5: The Current Status of Japanese Game Players and its Impact on the Society -- Part 2 Education -- Chapter 6: Case Example: KIKATOPIA Game – A Simulation Game on Diversity and Living together with Children as Co-designers -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- Chapter 8: Code of Conduct for Facilitators and the Ethics of De-briefing -- Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should we Bother? And What Can We Learn? -- Part 3 Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- Chapter 11: Manipulation through Gamification and Gaming. This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.
- Nakamura 2022 – Code of Conduct for Facilitators
- Kriz, Sugiura et al. 2022 – Gaming Simulation
- Kriz, Kikkawa et al. 2022 – Manipulation Through Gamification and Gaming
- Kriz, Eberle 2022 – Case Example
- Kriz 2022 – Knowledge from the Great Ancestors
- Kikkawa 2022 – Subtle Manipulation in Games
- Calleja 2022 – Board Game Immersion
- Wijse-van Heeswijk, Leigh 2022 – Ethics and Simulation Games
- Sugiura 2022 – Bringing Gaming into Education
- Lukosch, Schmitz et al. 2022 – Women and a Little Bit
- Matsui, Sugiura et al. 2022 – The Current Status of Japanese
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(2022) : Subtle Manipulation in Games In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 171-183
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(2022) : Helmpflicht - auch beim Fahrradfahren?. Die Entwicklung eines politischen Planspiels für die Grundschule In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 97-112
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(2022) : Knowledge from the Great Ancestors: The “Cone of Abstraction”—Revisiting a Key Concept Through Interviews with Gaming Simulation Veterans In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 25-41
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(2022) : Case Example: KIKATOPIA Game - A Simulation Game on Diversity and Living Together with Children as Co-designers In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 93-106Keywords: Co-design, Culture, diversity, Education, Ethics, Game Design, Living together, Self-concept
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(2022) : Manipulation Through Gamification and Gaming In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 185-199Keywords: Codes of ethics, Debriefing, Embodied experience, Facilitation, Gamification, Manipulation
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(2022) : Gaming Simulation: Terminology and Fundamentals In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 3-23
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(2022) : Lernzielorientierte Konzeption, Durchführung und Evaluation eines Planspiels zum komplexen Problemlösen in Bezug auf Organisations- und Kommunikationsstrukturen In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 189-191
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(2022) : Women (and a Little Bit of Culture) in Simulation Gaming In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 57-72
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(2022) : The Current Status of Japanese Game Players and Its Impact on the Society In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 73-89
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(2022) : Code of Conduct for Facilitators and the Ethics of Debriefing In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 127-147