Planspiel-Literaturdatenbank des ZMS

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Treffer: 43
  • 2019

  • Freese, Maria; Lukosch, Heide (2019) : The funnel of game design - Proposing a new way to address a problem definition using the IDEAS approach In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 149-161
  • 2018

  • Hannula, Otso; Harviainen, J. Tuomas (2018) : User Satisfaction with Organizational Learning Time-Efficiency in Topaasia Cards In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 103-109

    Abstract: This paper discusses the ways in which design games are used as
    scaffolds for knowledge creation. Using players' reports on time-efficiency in
    deployments of Topaasia Cards, it demonstrates that play appears to foster
    creative dialogue and meaningful interaction that lead to user experiences of
    positive organizational knowledge creation.

  • Klabbers, Jan (2018): On the Architecture of Game Science. In: Simulation & Gaming (Vol. 49 (3)), S. 207-245. DOI: 10.1177/1046878118762534

    DOI: https://doi.org/10.1177/1046878118762534 

    Abstract: Background. Game studies show a high diversity of university departments that contribute to the field. They offer a cross-disciplinary image that includes a range of professions. Game science is responsive to the needs of government institutions, to industry, and to individuals vis-à-vis institutions. That pragmatism makes the field issue-oriented, representing a post-normal science approach in a context of political pressure, values in dispute, high decision stakes and high epistemological and ethical systems uncertainties. The body of knowledge is not yet in the form of a cohesive structure: a game science paradigm. Thematic diversity, theoretical and methodological pluralism, and a strong focus on the instrumentality of games are weak credentials within academia, arranged according to analytical science (normal science) principles. Moreover, within the conventional academic settings, game science faces serious limitations, due to the fragmented positioning in different departments and faculties (Klabbers, 2009). Aim. A comprehensive and coherent view on game science is needed that connects three levels of inquiry: the philosophy of science level, the science level, and the application level. Advances in physics have impacted on the philosophy of science, on modernism and postmodernism, and as a consequence, on game science. Being able to understand the current position of game science requires that we are aware of its scientific roots, and future options for research and professional practice. Method. Literature review with emphasis on theories of knowledge (epistemology) that focuses on game architecture, and the player’s experience. The analytical science approach to game science is insufficient to deal adequately with key questions societies nowadays are facing. Therefore, in addition to the analytical science, the design science approach to gaming is needed to be able to address issues that apply to various zones of practice, and related questions about social problem solving. Results. A coordinating frame-of-reference – a game science paradigm – is presented, independent of the instrumentality of games - taking into account the great variety of forms of play, and gaming applications. Conclusion. To advance game science, well-equipped game centers are needed that cover the three levels of inquiry: the philosophy of science level, the science level, and the application level. They should pursue a long term coherent research and educational policy, in line with the natural sciences tradition, offering both continuity and innovation.

  • Klabbers, Jan (2018): On the Architecture of Game Science:A Rebuttal (Vol. 49 (3)), S. 356-372. DOI: 10.1177/1046878118779706

    DOI: https://doi.org/10.1177/1046878118779706 

    Abstract: Background. Game studies offer a cross-disciplinary image that includes a range of professions. Game science is responsive to the needs of government institutions, to industry, and to individuals vis-à-vis institutions. That pragmatism makes the field issue-oriented, representing a post-normal science approach in a context of political pressure, values in dispute, high decision stakes and high epistemological and ethical systems uncertainties. The body of knowledge is not yet in the form of a cohesive structure: a game science paradigm. Thematic diversity, theoretical and methodological pluralism, and a strong focus on the instrumentality of games are weak credentials within academia, arranged according to analytical science (normal science) principles. Moreover, within the conventional academic settings, game science faces serious limitations, due to the fragmented positioning in different departments and faculties. Aim. A comprehensive and coherent view on game science is needed that connects three levels of inquiry: the philosophy of science level, the science level, and the application level. Based on radical developments during the early 20th century, physicists are introducing doubt, uncertainty, undecidability and imprecision into the world of physics. These advances have impacted on the philosophy of science, on modernism and postmodernism, and as a consequence, on game science. Being able to understand the current position of game science requires that we are aware of its scientific roots, and future options for research and professional practice. Method. Raising a debate among peers, addressing the questions and frame-of-reference presented in the introductory paper “On the architecture of game science”. Results. Referring to the frame of reference, offered by the introductory paper (Klabbers, 2018), the authors have presented five very interesting articles addressing their varying views on, and approaches to game science. Their contributions range from the linkages between game science and complex social systems, to gamification science, and game studies, focusing on the ludosphere, the realm of digital games. Combined, all papers present a comprehensive overview of the field, covering game science and its application levels, with special attention to the varying design and research methodologies and practices. They mention linkages with the philosophy of science level, however refrain to work out their implications for designing, facilitating, and debriefing games. This shortcoming leaves little room for reflecting on the unique role of the players, their explicit knowledge and tacit knowing included, and omits important epistemological questions, raised in Table 1 (Klabbers, 2018), which relate to the triple hermeneutic: the players’ reality created during game play. Conclusion. The collected papers offer a challenging overview of the current state of the art, craft, and science, and a good understanding of important questions that are on the minds of the authors. Together, they present a stimulating platform for a lively debate, and a good basis for advancing game science, more particularly, the connected philosophy of science, science, and practical levels. For the following reason, further research is needed and highly recommended.

  • Kriz, Willy C.; Harviainen, J. Tuomas; Clapper, Timothy C. (2018): Game Science:Foundations and Perspectives. In: Simulation & Gaming (Vol. 49 (3)), S. 199-206. DOI: 10.1177/1046878118781631

    DOI: https://doi.org/10.1177/1046878118781631 

    Abstract: Background. Game studies offer cross-disciplinary perspectives, but the body of knowledge is not yet in the form of a cohesive game science paradigm. Klabbers (2018a) argues that a comprehensive and coherent view on game science is needed that connects three levels of inquiry: the philosophy of science level, the science level, and the application level. Aim. This single-theme symposium issue On the Architecture of Game Science is especially devoted to the reflection and discussion on the foundations and principles of gaming and simulation. Method. Raising a debate among scholars and professionals, addressing the questions and frame-of-reference presented in the introductory article of Klabbers (2018a) and completed by his rebuttal. Results. The contributions range from the linkages between game science and complex social systems design through gaming simulation, to gamification science, and game studies, focusing on the ludosphere and the growing field of digital games. Conclusion. The articles present an overview of the current state of the art, craft, and science of gaming simulation, gamification and game studies. They present a stimulating and challenging debate, and a good basis for advancing the principles and foundations of game science.

  • Landers, Richard N.; Auer, Elena M.; Collmus, Andrew B.; Armstrong, Micheal B. (2018): Gamification Science, its HIstory and Future: Definitions and a Research Agenda. In: Simulation & Gaming (Vol 49 (3)), S. 315-337. DOI: 10.1177/1046878118774385

    DOI: https://doi.org/10.1177/1046878118774385 

    Abstract: Background. Definitions of gamification tend to vary by person, both in industry and within academia. One particularly popular lay interpretation, introduced and popularized by Ian Bogost, and reiterated by Jan Klabbers, is that gamification is “bullshit” and “exploitationware.” They describe gamification as a marketing term or business practice invented to sell products rather than to represent a real and unique phenomenon relevant to a nascent game science. However, this view is an oversimplification, one which ignores a growing body of theory development and empirical research on gamification within a post-positivist epistemology. In fact, because gamification is so much more outcome-focused than general game design, current gamification research in many ways has a stronger footing in modern social science than much games research does. Aim. In this article, to address common misunderstandings like these, we describe the philosophical underpinnings of modern gamification research, define the relationship between games and gamification, define and situate gamification science as a subdiscipline of game science, and explicate a six-element framework of major concerns within gamification science: predictor constructs, criterion constructs, mediator constructs, moderator constructs, design processes, and research methods. This framework is also presented diagrammatically as a causal path model. Conclusion. Gamification science refers to the development of theories of gamification design and their empirical evaluation within a post-positivist epistemology. The goal of gamification scientist-practitioners should be to understand how to best meet organizational goals through the design of gamification interventions, drawing upon insights derived from both gamification science and games research more broadly.

  • Leigh, Elyssebeth; Shalbafan, Saeed (2018) : Design Thinking: Project Portfolio. Management and Simulation - A Creative Mix for Research In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG

    Abstract: This paper takes de Bono's explanation of "design thinking' as the
    starting point for a report on a doctoral research project that began with a
    conventional "why?' question, and then, instead of looking for an "explanation',
    chose to look forward in time to establish an understanding of "how to' think
    differently about a recurring problem. The catalyst for this work was observation
    of otherwise competent managers making desperately wrong decisions when
    good decision making was crucial to their company's future. The initial choice
    to "look forward' when designing the research strategy was made well before
    there was a clear understanding of what was being observed. Given that trajectory,
    this paper explores the process by which a simulation was created and
    then used in conjunction with a comparatively new approach to data collection
    (Explanation looks backwards and design looks forward [1].).

  • Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.) (2018): Simulation Gaming. Application for Sustainable Cities and Smart Infrastructures. 48th International Simulation and Gaming Association Conference, ISAGA 2017. Cham, Switzerland: Springer International Publishing AG

    Abstract: Simulation and gaming have proven their value in contributing to the analysis and
    design of so-called complex systems, such as the development of sustainable cities and
    smart infrastructures. Numerous examples of games about urban planning, intelligent
    transport systems, social cohesion, and other related themes have been developed,
    played, and studied in the past years. In the International Simulation and Gaming
    Association (ISAGA) Conference 2017, we aimed at taking the current state of affairs
    one step further and move toward a comprehensive theory of simulation games for
    sustainable cities and smart infrastructures. During the conference, which was held
    jointly by ISAGA and SAGANET (Simulation and Gaming Association The Netherlands),
    hosted by Delft University of Technology, science met practice, and many
    academic as well as practice-based games and concepts were presented and discussed.
    The result of the scientific contributions is presented in this LNCS book.
    The contributions to this book range from design thinking related to simulation
    gaming, the analysis of the consequences of design choices in games, to games for
    decision-making, examples of games for business, climate change, maritime spatial
    planning, sustainable city development, supply chain, and team work factors, up to
    games that facilitate (organizational) learning processes or are used for attitude measurement,
    and the use of VR technologies in games, not to forget the role of de-briefing
    in the game process.
    In the section "Design and Development," the focus is on the design process of
    simulation games. The articles show the importance of design choices and the influences
    of these choices on the game's effectiveness. They also highlight the role of the
    designer as well as the use of accepted design concepts and approaches. In the section
    "Planning and Policy," games are presented that serve as support tool for
    policy-making processes. The articles describe how stakeholders can be engaged in a
    decision-making process, and how games can facilitate the participation of and discourse
    between them. The perception of games as well as their use for (organizational)
    learning processes is discussed in the contributions in the section "Games and Simulations."
    Learner activation and individual value of games in learning processes are
    topics discussed along with concrete examples of games facilitating, e.g., knowledge
    development in the field of supply chain management. In the next section, we give
    room to the relatively new and yet underexplored field of "Games as Research
    Instruments." The contributions show how games can serve as research instruments
    themselves, and how they can be combined with other research measures in order to
    provide both a rich feedback to participants and researchers and a rigid research set-up
    for measurement of, e.g.. participants' attitudes in the transportation domain. Games
    that are used for learning processes are discussed in the last section, "Learning." The
    authors introduce theoretical concepts of games as a learning instrument, from
    assessment to conditions for learning, up to the role of de-briefing.
    Thus, the 20 selected articles discuss game methodologies for the design and
    research of and with games, applications of gaming to tackle the grand challenges of
    our society as well as to support learning processes and policy development, new
    insights in interface and interaction designs for games, and evaluated applications of
    games in real-world settings.
    The present collection of articles represents current advances in the field of simulation
    and gaming, which were presented and discussed at a very constructive and
    energetic conference in Delft, the Netherlands. The editors wish to thank all contributors
    to this book, reviewers of the articles, as well as all participants of the ISAGA
    2017 conference for adding to this important and still-growing field of research that is
    strongly related to its application domains. We also want to thank Maria Freese and
    Shalini Kurapati, who helped us process all contributions to the conference. We look
    forward to future exchanges and further advancements of our exciting field of research
    and design of simulation games!

    Beiträge zu diesem Sammelband:
  • Lukosch, Heide; Lukosch, Stephan G.; Bekebrede, Geertje; Kurapati, Shalini (2018): A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems. In: Simulation & Gaming (Vol. 49 (3)), S. 279-314. DOI: 10.1177/1046878118768858

    DOI: https://doi.org/10.1177/1046878118768858 

    Abstract: Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games. Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and approaches, in order to establish games as a valid research tool. Our focus lies on the approach towards the use of games as design instrument; using them as an intervention in a larger, complex context, in order to design this context. With our contribution, we aim at providing insights and recommendations on the design and use of games as valid research tools, the limitations of this use, possible pitfalls, but also best practices. Method. We carried out a literature review of related work to identify the most important scientific concepts related to our approach of game design. Further use of combined quantitative and qualitative case study analyses highlights the design process and results of our own game studies. Results. The analyses yielded a consolidated conceptualization of simulation games as research instruments in complex systems analysis and design. The results also include methods for the evaluation of simulation games, additional evaluation methods, and limitations to use simulation games as research instruments. Conclusions. We propose guidelines for using simulation games as research instruments that may be of value to practitioners and scientists alike. Recommendation. We recommend practitioners and scientists to apply the guidelines presented here in their efforts to analyze and design complex systems.

  • Raghothama, Jayanth; Meijer, Sebastiaan (2018): Rigor in Gaming for Design:Conditions for Transfer between Game an Reality. In: Simulation & Gaming (Vol. 49 (3)), S. 246-262. DOI: 10.1177/1046878118770220

    DOI: https://doi.org/10.1177/1046878118770220 

    Abstract: Background. The increasing cognizance of complexity in systems has brought into focus important questions about the methods and tools we use to address them. Games for design, where games and computer simulations are used together to create concrete and tangible designs in a pluralistic way, with multiple stakeholders within the game is a new area for simulation gaming. Aim. In this article about gaming for design, embedded in the design science approach towards game science, we raise important philosophical questions about this new area, as well as attempt to address practical questions at the application level. We attempt to bridge the analytical science and design science approaches to games, and analyze them through meta-constructs of games such as fidelity, abstraction and resolution. Results. Results from two applications, through analysis of game play and debriefing of game sessions from two applications, COMPLEX and ProtoWorld are gathered and analyzed to understand the respresentational requirements for simulations and games. Conclusion. Results point to the need for rigor in gaming, particularly when modeling reference systems and rigor in assessing effects, both during game play and while debriefing. Results also point to expanded definitions of meta-constructs of games, as well as to their linked nature.

  • Roungas, Bill; Meijer, Sebastiaan; Verbraeck, Alexander (2018) : Knowledge Management of Games for Decision Making In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 24-33

    Abstract: Games for decision making have developed into a powerful
    tool for corporations. Irrespective of their size, corporations have been
    increasingly using these games in order to evaluate and ascertain impactful
    business decisions and strategies. Despite their proven added value
    to the decision making process, there is still lack of research on whether,
    and if so how, these games can be used by researchers and practitioners
    to build evidents on systems' behavior, as part of a larger scheme. To
    this effect, this paper proposes a framework to determine the different
    artifacts of games that should be logged and stored for future use.

  • Stenros, Jaakko; Kultima, Annakaisa (2018): On the Expanding Ludosphere. In: Simulation & Gaming (Vol. 49 (3)), S. 338-355. DOI: 10.1177/1046878118779640

    DOI: https://doi.org/10.1177/1046878118779640 

    Abstract: Background. Taking Klabbers’ call for a coherent game science as a starting point, we argue for an alternative way to approach the multidisciplinarity of research into games. Aim. Building on game studies and design research, this article reviews the history and forecasts the future of studying games. Application. All scholars of games could benefit from an awareness of the works of other game scholars in different traditions. The plurality of approaches towards games is an intellectual strength, even if it is difficult for a single scholar to maintain a holistic grasp on research relating to ‘games’. The multitude not only describes the disciplinary traditions reflecting the wider phenomenon of games and play, but also games as creative practice. Demonstration. While the article is theoretical in nature, we use real-world examples to illustrate and ground the argumentation. For example, a key challenge identified here is that the realm of games and their influence, the ludosphere, is expanding too rapidly for any single researcher to keep up with it. Conclusions. We invite game scholars to cultivate a stronger awareness of the multitude of research into games to better position their own work in a larger context.

  • van Laere, Joeri; Ibrahim, Osama; Larsson, Aron; Olsson, Leif; Johansson, Björn; Gustavsson, Per (2018) : Analyzing the Implications of Design Choices in Existing Simulation-Games for Critical Infrastructure Resilience In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 15-23

    Abstract: A literature study has identified the major impacts of important
    design choices in simulation models and simulation-games that model critical
    infrastructure resilience. The four major groups of design choices discussed in
    this article are: (1) the chosen learning goal (system understanding or collaboration
    training), (2) realism and time scale of the scenario, (3) design of player
    roles and communication rules, (4) number of action alternatives, replay-ability
    and richness of performance feedback while playing. Researchers and practitioners
    who build simulation-games for studying critical infrastructure resilience
    can use the accumulated insights on these four aspects to improve the quality of
    their game design and the quality of the simulation models the game participants
    interact with.

  • Wardaszko, Marcin (2018): Interdisciplinary Approach to Complexity in Simulation Game Design and Implementation. In: Simulation & Gaming (Vol. 49 (3)), S. 263-278. DOI: 10.1177/1046878118777809

    DOI: https://doi.org/10.1177/1046878118777809 

    Abstract: Background. This article offers another look at the complexity in simulation game design and implementation. Although, the topic is not new or undiscovered the growing volatility of socio-economic environments and changes to the way we design simulation games nowadays call for better research and design methods. Aim. The aim of this article is to look into the current state of understanding complexity in simulation gaming and put it in the context of learning with and through complexity. Methodology. The nature and understanding of complexity are simultaneously field-specific and interdisciplinary. Analyzing understanding and role of complexity in different fields associated with simulation game design and implementation. Thoughtful theoretical analysis has been applied in order to deconstruct the complexity theory and reconstruct it further as higher-order models. Results and recommendations. This article offers an interdisciplinary look at the role and place of complexity from two perspectives. The first perspective is knowledge building and dissemination about complexity in simulation gaming. Second, perspective is the role the complexity plays in building and implementation of the simulation gaming as a design process.

  • 2017

  • Knogler, Maximilian; Masch, Klaus (2017) : Die Verknüpfung von Evaluation und Entwicklung. Design-basierte Forschung in Planspielen In: Rappenglück, Stefan; Petrik, Andreas (Hg.): Handbuch Planspiele in der politischen Bildung: Schwalbach: Wochenschauverlag (Politik und Bildung), S. 220-225
  • Raghothama, Jayanth (2017): Intgrating Computational and Paticipatory Simulations for Design in Complex Systems. Promotion. KHT Royal Stockholm, Stockholm.

    Keywords: Simulation, Design, systems
  • 2014

  • Jakubowski, Michal (2014) : Designing Gamified Course for Students - Framework and Examples In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 115-122
  • Knogler, Maximilian; Lewalter, Doris (2014) : What Makes Simulation Games Motivating?. Design-Based Research on Learners' Motivation in Simulation Gaming In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 150-161
  • Kriz, Willy C. (2014): The Shift from Teaching to Learning. Individual, Collective and Organizational Learning through Gaming Simulation. Bielefeld: W. Bertelsmann Verlag

    Beiträge zu diesem Sammelband:
  • Lo, Julia; Meijer, Sebastiaan (2014) : Gaming Simulation Design for Individual and Team Situation Awareness In: Meijer, Sebastiaan; Smeds, Riitta (Hg.): Frontiers in Gaming Simulation: 44th International Simulation and Gaming Association Conference, Workshop on Experimental Interactive Learning in Industrial Management: ISAGA-Conference 2013: Stockholm, Heidelberg: Springer, S. 121-128
  • Meijer, Sebastiaan; Reich, Yoram; Subrahmanian, Eswaran (2014) : The Future of Gaming for Design of Complex Systems In: Kriz, Willy C.: Back to the Future of Gaming: Bielefeld: W. Bertelsmann Verlag, S. 154-167

    Keywords: Komplexität, Gaming, Design