Planspiel-Literaturdatenbank des ZMS
2023
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(2023) : Talk That Talk. Design and evaluation of a persuasive card game against sexually transgressive behaviour In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 54-67
Abstract: Sexually transgressive behaviour (STB) causes serious health problems for, among others, students of higher education. The persuasive card game TALK THAT TALK was designed to promote ethical bystander behaviour in STB situations and contribute to a social transition to less sexual violence. To this aim, the game facilitates Intergroup Dialogues between female and male players. A controlled experiment was conducted to evaluate the game. The outcome variables of the experiment were obtained from the literature: Willingness to Intervene, Awareness of prevalence of STB, and Bystander Responsibility. Quantitative and qualitative analyses, including validated questionnaires and semi-structured interviews, were employed to measure the game’s effects. Participants evaluated the quality of the game (session) and game experience positively and reported that meaningful intergroup dialogues about STB situations took place during the game session. As a result, in the experimental group a significant increase of the three outcome variables was observed, whereas in the control group a non-significant decrease was found. We concluded that the game TALK THAT TALK has the potential to promote ethical bystander behaviour in STB situations by facilitating an intergroup dialogue between female and male participants. Future research should establish if the results can be generalised to a more representative sample of participants and if the game effects may be improved when institutes for higher education include the game in large-scale intervention programmes against sexually transgressive behaviour.
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Becu, Nicolas (2023): Simulation and Gaming for Social and Environmental Transitions. Proceedings of the 54th Conference of the International Simulation and Gaming Association. LIENSs laboratory, CNRS / La Rochelle University
Abstract: The proceedings of the 54th edition of the International Simulation and Gaming Conference, covers a wide range of application types such as serious games for education, participative use of simulation games, design of board games and role-playing games, gamified environments and more. Some are meant to raise awareness on specific issues, others are intended for training purposes, and still others are designed to facilitate and encourage collective action. In this publication, readers will find full papers and extended abstracts dealing with the evaluation of the effects of simulation games, including learning effects, effects on organizational or collaborative behavior, effects on motivation and engagement as well as, in a more innovative vein, effects on players' emotions. Other papers deal with design issues, analyzing role design, co-design processes or even the treatment of system complexity in game design. The use of new technologies, such as augmented reality, or the use of online educational games, are also addressed. Interestingly, several papers address the facilitation of simulation games, and seek to better characterize the facilitation role and its associated skills. Similarly, some authors propose characterizations of player profiles. Meanwhile, the 54th edition of ISAGA conference highlighted the theme of "Simulation and gaming for social and environmental transitions". The ISAGA community responded enthusiastically to this call, and these proceedings include a large number of full papers and extended abstracts that approach this theme from different angles. Readers will find a large number of simulation games dealing with the multiple challenges of transitions, from games on energy transition, low carbon, sustainable development, "limits to growth", nature-based solutions, to games on the relation to science, equity issues, or ethics in transitions. Some of these games are meant to explore various transition pathways, others are meant to encourage social awareness about critical social or environmental problems. Finally, a number of papers present critical thoughts about the role of simulation and gaming in transition processes. Some question the concept of transformational learning, others analyze the rhetoric of social change games, and still others discuss the role of simulation games in the participation of citizens in transition processes. In short, the proceedings of the 54th ISAGA conference provide a condensed overview of international research and current practices in the domain of simulation and gaming, focusing on issues of design, use and evaluation of simulation games in the present period of social and environmental transitions.
Beiträge zu diesem Sammelband:- Adam 2023 – Simulating the impact of cognitive
- Baba, Ohyama 2023 – Educational Effects of Gaming Simulation
- Baijanova, Kortmann et al. 2023 – Talk That Talk
- Boissier, Ferrand et al. 2023 – Playing with flows in transition
- Braun, Nohr et al. 2023 – Interaction for Participation
- Cossa, Alturas et al. 2023 – Pan Africa Business Simulation Games
- Gerner 2023 – Sustainability through Simulation Games
- Hallinger, Chatpinyakoop et al. 2023 – Leading Change for Sustainability
- Kameyama, Hamada et al. 2023 – Development of Car Insurance Game
- Kochar, Karklins et al. 2023 – Mirrors in Smog City
- Peters, Looze et al. 2023 – Exploring the Pitfalls of Participatory
- Sakuma, Furutani 2023 – M&A gamification scheme for acknowledging
- Taillandier, Moatty et al. 2023 – A Learning Game to promote
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(2023) : Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 22-35
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(2023) : Playing with flows in transition territories In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 118-131
Abstract: These environmental and social challenges of the Anthropocene require us to imagine and implement alternatives to the current global economic organization. Accounting in biophysical flows (material, energy, land use, …) is one grid of analysis providing insights on the alternatives’ sustainability (strong sustainability and ecological economics frameworks). These tools are indeed relevant to highlight systemic effects (interdisciplinary understandings, spatial and temporal scales) on resources and important pressures to consider for the transformation of territories. If this biophysical flow vision may be very useful, it however remains for expert use only. However, one of the challenges of transition territories is to involve the populations in participatory processes in order to put their knowledge, wishes and specific capacities for action in synergy. Among the several participatory tools, serious games have long since proven their ability to sensitize to sustainability issues, facilitate learning and support changes. This paper presents an exploratory work to get insights on how playing with material and energy flows, fostering biophysical accounting and systemic vision learning to support stakeholders in territories’ transitions. A first work on literature aims at understanding how resource flows are involved in existing sustainability games. We then present three experiments we made to play with material and energy flows analysis: one first game focusing on biophysical accounting, two games aimed at pointing out systemic effects on resources and three workshops in which an energy flow analysis diagram was discussed with stakeholders in a territory involved in resource management participatory process.
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(2023) : Interaction for Participation - The hybrid threshold experience as a participatory transformation process in the citizen participation game In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 88-94
Abstract: The idea of translating citizen participation processes into hybrid games is ubiquitous. This decision is usually justified by the possibility of simplifying complex issues and using real data. However, hybridization as a combination digital and physical space offers another advantage that has not been highlighted so far: By creating a digital threshold, it enables a highly accessible transformation from participants to players. In citizen participation processes, a wide range of social groups encounter, thus the reduction of (social and gaming) inhibition is even more important for broad participation. While these benefits of the digital space are of great relevance, especially for the start of a game, the physical space creates an equally large opportunity of transparency and direct exchange. Particularly in mobility transformation, there is a need to sensitize citizens for the topic and make sure that they are engaged to get honest and thoughtful responses, so creating transparency is especially important. Based on the development of the citizen participation game UTurn, the authors took a closer look at the problem of participation as well as its solution by establishing a threshold. The following article therefore aims to shed light on this very establishment of a threshold experience in hybrid citizen participation processes and to debate its potentials and hurdles.
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(2023): Prospectors of the Dunes and Beyond: A Geographical Study of Anti-Locust Expertise in Mauritania. Master Thesis
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(2023) : Resto Quest – A Serious Game on the Restorative Effects of Immersive Virtual Environments In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 199-213
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(2023) : Pan Africa Business Simulation Games: The ITIS Case Study In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 142-149
Abstract: Economists have demonstrated a positive correlation between management quality and the country's economic performance. In turn, business simulation games have shown their educational effectiveness in developing management skills crucial for African countries. However, its use is still nascent. Although they present different characteristics favorable to its implementation, for example, The African Continental Free Trade Area, the Digital Transformation Strategy Project for Africa (2020-2030), and The Pan-Africa Games Group, they also present singular characteristics such as the predominance of the informal sector, political instability, and high corruption rates. These factors influence the designing and adoption of the Pan-African Business Simulation Games Framework suitable for this specific context. This proposal aims to contribute a gaming framework to support collaborative development and appropriation by the end-users and Multi-User with content representative of their contextual diversity. The successful EVER project and Bootcamp created by the Mozambican firm ITIS, which adopted a lean startup methodology to add local content in Business Games, can inspire the Pan African Business Simulations Games - PABSG.
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(2023): Supporting farmers using a combination of serious games: what contribution to changes in practices?. Doctoral Thesis
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(2023) : About Dinosaurs in Laboratories - Evaluation of the Serious Game Cards for Biosafety In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 52-65
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(2023) : Stop Work: Serious Games as Intervention Method to Enhance Safety Behavior In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 134-148
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(2023) : Artificial Intelligence meets Serious Gaming In: Klein, Maike; Krupka, Daniel; Winter, Cornelia; Wohlgemuth, Volker (Hg.): INFORMATIK 2023 Designing Futures: Zukünfte gestalten, S. 437-438
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(2023) : Sustainability through Simulation Games? Towards Designing a Research Agenda for Transformational Learning In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 10-19
Abstract: Learning sustainability is closely linked with transformational competencies. Exploring formats and corresponding experiential methods are conducive to acquiring sustainability-related competencies. Simulation games are formats involving elements of experiential learning and qualifying for simulated realities of sustainable transformation. Research designs addressing experiential learning for sustainability are to adopt their logic and inherent principles. Considering simulation games in a paradigmatic way enables realizing their transformational potential for learning sustainability. This contribution advocates establishing a research design for experiential learning through simulation games driven by grounded theory, and embedded into an analytic and systematic reflection on teaching and learning.
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(2023) : Leading Change for Sustainability - Business: Preliminary Evaluation of a Sustainability Simulation for Management Education In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 95-105
Abstract: Simulations are among the active learning strategies advocates have claimed as well-suited for teaching and learning about sustainability challenges and solutions. Recent reviews of research have, however, identified a need for simulations that address a broader range of sustainability issues. This is also the case in management education, where the predominant paradigm focuses on traditional shareholder value-based conceptions of corporate responsibility. This article presents the new sustainability-oriented, online computer simulation, Leading Change for Sustainability-Business. The authors present preliminary evaluation data from a study of 87 students who learned with the simulation in a Master of Management program in Thailand. Data analyses focus on student's engagement with the simulation and their perceptions of its efficacy as an online learning tool. The relevance of this research was enhanced due to the fact that the study was conducted during the COVID-19 pandemic when all university courses were executed in a fully online learning mode. Initial results support the efficacy of the Leading Change for SustainabilityBusiness simulation as a helpful tool for learning how to apply knowledge of change management to the challenges of corporate transformation for sustainability. More broadly, the results affirm the viability of simulation-based learning when used in a fully online mode of instruction at the university level.
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(2023) : Gaming Simulation Design to Learn Best Mixes of Power Sources In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 149-162
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Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.) (2023): Simulation and Gaming for Social Impact. Cham: Springer International Publishing (Lecture Notes in Computer Science)
Beiträge zu diesem Sammelband:- Alf, Trautwein 2023 – Simulation Games on Sustainability
- Belter, Wu et al. 2023 – Exploring the Use of Immersive
- Chen, Hoogerwaard et al. 2023 – Resto Quest
- Freese, Bekebrede 2023 – About Dinosaurs in Laboratories
- Freese, van Vliet 2023 – Stop Work: Serious Games
- Hamada, Yusa et al. 2023 – Gaming Simulation Design to Learn
- Kuipers, Kleiman et al. 2023 – Reducept VR
- Masek 2023 – How Playfulness Can Enable Greater
- Monfort, Becu et al. 2023 – Feedback on a Territory-Responsive Participatory
- Rengarajan, Cannon et al. 2023 – Measuring the Interaction of Conflict-Minimizing
- Trautwein, Alf 2023 – Theory-Based Development of an Inventory
- Ueno, Takahashi 2023 – Quantitative Analysis of Conflict-of-Interest Structures
- Yu, Ibasco et al. 2023 – A Moderated Mediation Analysis
- Zeiner-Fink, Bullinger et al. 2023 – Learning Effects and Acceptance
- Zhang, Chen 2023 – Design Consideration of an Educational
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(2023): Research on the occurrence of informal communication in the use of metaverse in academic events. Bachelor Thesis
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(2023) : Development of Car Insurance Game In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 68-77
Abstract: We receive enormous benefits from automobiles, but at the same time, we can cause accidents or be the victims. The accident risk is huge, and most people cannot afford to pay for it personally, so most drivers subscribe to car insurance, but most placeholders don't understand the rules. Car Insurance Game (CIG) is a gaming simulation in which players role their lives as drivers for ten years. It follows the grade system, a characteristic idea of the Japanese automobile insurance system. Players must decide whether to use their insurance, accept a premium increase for the following years, or compensate themselves. In two-way accidents, they also match with the other party over the responsibility ratio. Throughout these processes, participants will understand the significance of automobile insurance and will be able to act correctly in the event of an accident in the future.
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Klein, Maike; Krupka, Daniel; Winter, Cornelia; Wohlgemuth, Volker (Hg.) (2023): INFORMATIK 2023 Designing Futures: Zukünfte gestalten. Gesellschaft für Informatik e.V.
Beiträge zu diesem Sammelband: -
(2023) : Mirrors in Smog City - A serious game to assess collaboration potential In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 106-117
Abstract: Collaboration is a critical factor for a team to be successful. Current practices to measure collaboration potential include methods that are outdated, cumbersome or error prone, and therefore often inapplicable in many settings. Games have been increasingly applied to assess a variety of skills and the popularity of multi-player games makes them a strong alternative for measuring the collaboration potential of a team. We propose Mirrors in Smog City, a novel serious game in which the final score is explicitly conceived as a proxy for the collaboration potential of the players. This multi-player collaborative game is designed for simplicity and accessibility, so that it can be used by very diverse teams in many settings, with minimal on boarding. Although the current prototype still needs a thorough evaluation, our preliminary assessment has concluded that the current design seems to be well-suited for assessing the collaboration potential of its players. Apart from the small sample size, a thorough evaluation will also need to include a benchmark with an objective and, if available, standardized method for assessing collaboration potential.
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(2023) : Reducept VR: The Importance of a Design Rationale for the Immersiveness of a Virtual Reality Game to Support Chronic Pain Treatment Effectively In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 165-170