Planspiel-Literaturdatenbank des ZMS
2022
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(2022): Entwicklungen und prototypische Umsetzung eines Planspiels zum Thema Flutenereignisse in der Aus- und Weiterbildung von Fachkräften. Masterarbeit. Universität Duisburg-Essen, Duisburg-Essen. Fachdidaktik Bautechnik.
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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): Politische Planspiele:. Welche Durchführungsform ist die beste? Eine vergleichende Analyse verschiedener Ansätze.. Bachelorarbeit. Hochschule Medien Chemnitz, Chemnitz.
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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) : Designing Business Game by Student-Teacher Collaboration In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 239-253
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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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(2022): Das PardzIpationslemen mil Online-Ptansplelen in der politischenBildung.. Sine Pilotstudie zu einem digitalisierlen kommunalpolitischen Plansplel mit Scheerinnen der Jahrgangsstule 8. Masterarbeit. Katholische Universität Eichstätt-Ingolstadt, Eichstätt-Ingolstadt. Professur für Politische Bildung / Didaktik der Sozialkunde.
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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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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.
- Calleja 2022 – Board Game Immersion
- Kikkawa 2022 – Subtle Manipulation in Games
- Kriz 2022 – Knowledge from the Great Ancestors
- Kriz, Eberle 2022 – Case Example
- Kriz, Kikkawa et al. 2022 – Manipulation Through Gamification and Gaming
- Kriz, Sugiura et al. 2022 – Gaming Simulation
- Lukosch, Schmitz et al. 2022 – Women and a Little Bit
- Matsui, Sugiura et al. 2022 – The Current Status of Japanese
- Nakamura 2022 – Code of Conduct for Facilitators
- Sugiura 2022 – Bringing Gaming into Education
- Wijse-van Heeswijk, Leigh 2022 – Ethics and Simulation Games
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(2022) : The Co-design of Educational Video Games In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 73-85
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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: Ethics, diversity, Self-concept, Living together, Co-design, Education, Game Design, Culture
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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: Embodied experience, Debriefing, Codes of ethics, 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) : Reframing the Boundaries of Experiential Education Using Cynefin Domains In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 86-100
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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) : Ordering the Disorder: Preparing Paramedics for Unexpected and Unsafe Mass Casualty Incidents In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 182-196
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(2022) : Social Economy: A Simulation Game in Model Social Enterprises In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 134-144
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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