Planspiel-Literaturdatenbank des ZMS
2023
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(2023): Social interaction as a lever for the transformation of food practices: a multi-method approach at the territorial scale. Doctoral Thesis
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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): Der Einsatz von Planspielen im sozialwissenschaftlichen Unterricht. Eine Erhebung an hessischen Sekundarschulen. Doctoral Thesis
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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): Social reception of coastal flooding risk management strategies: a participatory simulation evaluation approach applied to metropolitan French coastlines. Doctoral Thesis
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(2023): Team Development for the Virtual Workspace: The Role of Debriefing in Experience-Based Learning - a case study. Master Thesis
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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): Politiksimulationen im Kontext des digitalen Transformationsprozesses - Eine Analyse des Beitrags digitaler Politiksimulationen zur Kompetenzvermittlung für zunehmend "digitale Politik". Masterarbeit. Universität Duisburg-Essen
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(2023): Serious Planning Games. Doctoral Thesis
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(2023): Gamified financial education application for young adults. Master Thesis
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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): Consensus process for final disposal of removed soil outside Fukushima Prefecture: Development of the "Removed soil game" incorporating the stepwise public-stakeholders engagement process. Master Thesis
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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