Planspiel-Literaturdatenbank des ZMS
2023
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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)
- 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) : 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.
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(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
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(2023) : How Playfulness Can Enable Greater Understanding of Game-Based Adult Mental Health Interventions 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. 171-184
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(2023): Der Einsatz von Planspielen im sozialwissenschaftlichen Unterricht. Wiesbaden: Springer Fachmedien Wiesbaden
DOI: https://doi.org/10.1007/978-3-658-43394-9 Abstract: Im vorliegenden Buch wird der Einsatz von Planspielen im sozialwissenschaftlichen Unterricht untersucht. Mit Hilfe eines Websurveys wurden Lehrkräfte, die an hessischen Sekundarschulen den Politikunterricht durchführen, befragt. Als innovatives Lehr-Lern-Arrangement werden Planspielen multidimensionale Lerneffekte zugeschrieben, die mit Blick auf die elementare Bedeutung von Mündigkeit gerade für den Politikunterricht fruchtbar gemacht werden können. Die Methode kann helfen, sich (gesellschafts-)politische Themen, Strukturen und Prozesse sowie zentrale Kompetenzen anzueignen. Entsprechend relevant ist es, Grundlegendes über die Verwendung von Planspielen im Politikunterricht zu erfahren – so wird der Methode einerseits eine große Passung zugeschrieben, während ihr Einsatz, bislang empirisch nicht fundiert, andererseits als gering betrachtet wird. Folglich wird in der vorliegenden Studie die Frage bearbeitet: Inwiefern kommen Planspiele im sozialwissenschaftlichen Unterricht zum Einsatz? Es werden Merkmale des Planspieleinsatzes sowie etwaige (Hinderungs-)Gründe beleuchtet.
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(2023) : Feedback on a “Territory-Responsive” Participatory Simulation on Coastal Flooding Risk Applied to Two Case Studies in France 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. 99-120
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(2023) : Exploring the Pitfalls of Participatory Processes for a Just Energy Transition through Serious Gaming In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 132-141
Abstract: Designing local energy transitions is becoming an important question for local governments all around Europe. Negative perceived impacts of energy projects on local communities have frequently sparked opposition. Citizen resistance is often fed by feelings of recognition, distributive or procedural injustice. To give policymakers insight into these, (hidden) injustices, we designed the “Just Solar Panels” serious game. The game aims to make players experience how it feels to be participating in a participatory process from the perspective of different archetypes. The player are expected to balance daily personal tasks, needed to stay happy with processing and acting upon municipal information in a limited amount of time. The stated aim is to maximise points that represent general wellbeing The roles and tasks are designed in a way that are unfair in a non-obvious way. This mimics reality where citizens with the same information and opportunities to participate may not be able to do so because of systemic injustices. The game was played in three sessions with students, academics and industry and policy experts. The debrief was focused on eliciting experienced inequalities between players in the game and relating these to reality. The game successfully allowed players to experience injustices and relate these to reality, increasing their understanding of how seemingly just participatory processes can be unjust. In the future, the game should be further developed to enhance its use as a tool for learning and building capacity for change in organizations towards a more just local energy transition.
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(2023) : Measuring the Interaction of Conflict-Minimizing and Goal-Seeking Motor Imperatives in Autism Spectrum Disorder 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. 185-198
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(2023) : M&A gamification scheme for acknowledging value of digital operation know-how as human capital intangibles In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 78-87
Abstract: The digital revolution has created many intangible assets that are difficult to value. Human capital includes the skills, knowledge and experience that employees possess. However, the attribution of human capital to employees is ambiguous, leading to accounting distortions. This paper makes people aware of intangible human capital such as digital know-how, and proposes an M&A gamification tool as a stand-alone human capital valuation method. It is a quasi-negotiation of a business debate in which the sell-side and the buy-side each present a "strategic FCF" that is advantageous to their own side, claiming and disproving it. You can learn how to change to a negotiation axis that is advantageous to your own team. Stage 1 uses a business plan simulator to develop negotiation strategies, and Stage 2 plays an M&A negotiation game. More than 50 negotiation cards will help you spark a bargaining idea. We aim to improve M&A negotiating power by repeating pseudoM&A negotiations. Finally, use the scorecard to analyze your negotiation skills. You can clarify the strengths and weaknesses of your bargaining power and improve it. In addition, it is possible to calculate the single value of specific human capital using the green field method, and it is possible to propose a method for evaluating digital intangibles in the Web 3.0 era. In this research, we applied a gamification approach that provides "learning that never gets boring," "enjoyable learning," "exciting learning," and "acquisition of living knowledge," even for difficult themes.
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(2023) : A Learning Game to promote Nature-based Solutions to manage flood risk In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 43-56
Abstract: Different works (projects, articles, etc.) have demonstrated the interest of Naturebased Solutions (NbS) to reconcile flood management and sustainable development, particularly in a context of climate change. However, their concrete implementation has to face different obstacles, in particular the lack of knowledge on these solutions or on their efficiency for flood management. This leads to the need to include NbS in a global, participatory and integrated vision of risk management. This is the challenge set by the MANA project, which aims to design an approach, a model and a tool to raise stakeholders' awareness of NbS for flood risk management. We propose in this project a game ‘SimMANA’ which combines role playing game and computerized simulation based on Agent based-model (MANA-Flo model). Sim-MANA is designed for 5 to 15 players, and requires a game master. It does not require any initial knowledge or skills, although it can be played by experts in the field of flooding, or by a mixed team (experts and non-experts). It places players in charge of a city council for a period during which they must make decisions related to land use planning and flood control (flooding and runoff) in an urban area. This article presents the game, the model and the first results obtained.
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(2023) : Theory-Based Development of an Inventory for the Evaluation of Simulation Game Lectures 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. 3-21
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(2023) : Quantitative Analysis of Conflict-of-Interest Structures in Consensus-Building Process 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. 83-98
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(2023) : Facilitation Interventions to Increase Learning Effectiveness in Game Simulations. A Generic Approach of Facilitation Applicable to a Broad Variety of Simulation Games In: Angelini, M. Laura; Muñiz, Rut (Hg.): Simulation for Participatory Education: Cham: Springer International Publishing (Springer Texts in Education), S. 53-85
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(2023) : A Moderated Mediation Analysis of Meaningfulness and Positive Intergroup Outcomes Through Prosocial Gameplay 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. 217-227
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(2023) : Learning Effects and Acceptance in Business Games: A Systematic Literature Review 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. 36-51
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(2023) : Design Consideration of an Educational Video Game Through the Lens of the Metalanguage 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. 66-79
2022
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(2022): Gelingensbedingungen von Planspiellehrveranstaltungen – Ein Systematic Literature Review. In: die hochschullehre 8 (33), S. 468-480. DOI: 10.3278/HSL2233W
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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)
Abstract: Dieser 13. Band der ZMS-Schriftenreihe bringt zusammen, was seit 2010 zusammengehört: Das Europäische Planspielforum und den Deutschen Planspielpreis. Als größte europäische Tagung zum Thema Planspiel ist das Europäische Planspielforum eine nicht mehr wegzudenkende Größe in der Planspielszene. Das Forum richtet sich gleichermaßen an Planspielhersteller, Lehrende und Forschende. Auf der Veranstaltung und in diesem Sammelband werden Planspieltrends und neue Simulationen präsentiert, Fragen der Anwendung und Didaktik von Planspielen diskutiert sowie Ergebnisse der Planspielforschung erörtert. In diesem Jahr lautete das Thema des Europäischen Planspielforums "Facilitation: Emotional - digital - zentral.". Als Methode steht Facilitation dafür, eine Gruppe von Menschen darin zu unterstützen, von ihnen angestrebte Ziele selbstgesteuert zu erreichen. Die Beiträge im Band beleuchten Facetten der Facilitation von Planspielen, dabei liegt ein spezieller Fokus auf der Online-Lehre sowie der Evaluation von Planspielveranstaltungen. Mit dem Deutschen Planspielpreis werden seit 2010 herausragende Studienabschlussarbeiten und Dissertationen für ihren innovativen Beitrag zur Planspielforschung ausgezeichnet. In den Beiträgen der Preisträger*innen und ausgesuchten weiteren Autor*innen werden Forschungsergebnisse, beispielsweise zu zwei politischen Planspielen für die Grundschule, präsentiert. Der Band versammelt wie gewohnt wieder eine breite Vielfalt an Themenstellungen. Dieser Band entstand als Kooperationsprojekt des Zentrums für Managementsimulation der DHBW Stuttgart mit der SAGSAGA, der Gesellschaft für Planspiele in Deutschland, Österreich und der Schweiz e.V.
- Alf, Trautwein 2022 – Zum Einfluss von Studierenden
- Costa 2022 – Spiele im Sozialmanagement
- Freese, Lukosch 2022 – Black screens and real people
- Freese, Zürn et al. 2022 – Unterschiede zwischen Expert*innen und Noviz*innen
- Gerner 2022 – The Art of Facilitating
- Güttler-Lindemann 2022 – Develop the skills of managers
- Krebs 2022 – Helmpflicht
- Luge 2022 – Lernzielorientierte Konzeption
- Rustemeier, Astheimer, Ann-Kristin: Giorgashvili, Tornike et al. 2022 – Experience Scrum
- Solèr 2022 – Playground
- Steiner 2022 – Die Planspielmethode in der Mittelstufe
- Störlein 2022 – Politische Planspiele an Grundschulen
- Trautwein 2022 – Der Deutsche Planspielpreis
- Trautwein, Alf 2022 – Theoriebasierte Entwicklung eines Inventars