Planspiel-Literaturdatenbank des ZMS
2018
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(2018) : Transitions - From Deterministic to Probabilistic Learning Conditions. #NAME? 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. 181-190
Abstract: When human beings congregate - whether in meetings, public places,
urban environments or learning contexts - there is a need for management
of the emotional content of the milieu. In many situations this is a personal and
private task and its enactment does not intrude on others. In simulations this task
is - to varying degrees - deferred to the facilitator. When simulations and
game-based activities are used for social change purposes a specific set of
(usually) unspoken assumptions must be identified and controlled for. This
paper explores the role of the facilitator in regard to the knowledge and capabilities
required to successfully engage the diversity of interests and embedded
assumptions which shape and inform the actions of all those present (including
themselves).Keywords: Development, Environmental, Innovation, Skill, conditions, attitude, relationships, Power, barriers, and, diffusion -
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!Keywords: Development, infrastructures, Simulation, smart, instruments, ISAGA, Sustainability, Method, Learning, Research, games, Design, Planning, Policy, andBeiträge zu diesem Sammelband:- Bekebrede, van Bueren et al. 2018 – Challenges in the Transition
- Cuesta Aguiar, Nakano 2018 – A Model for the Development
- Garcia, van Daalen et al. 2018 – Assessing the Residential Energy Rebound
- Hamada, Kaneko et al. 2018 – Development of BASE Manufacturing Business
- Hannula, Harviainen 2018 – User Satisfaction with Organizational Learning
- Keijser, Ripken et al. 2018 – Maritime Spatial Planning
- Kikkawa, Junkichi et al. 2018 – The Effects of Debriefing
- Kurapati, Freese et al. 2018 – Attitude Measurement with Board Games
- Leigh, Shalbafan 2018 – Design Thinking
- Leigh, Tipton 2018 – Transitions
- Likhacheva 2018 – What is the Game
- Motzev 2018 – A Framework for Developing Multi-Layered
- Motzev 2018 – A Framework for Developing Multi-Layered
- Muricho Onencan 2018 – Assessment of Hybrid Board Game-Based
- Muricho Onencan, van de Walle 2018 – Designing Disaster Diplomacy
- Palyga 2018 – Preferred Team Roles and Communication
- Roungas, Meijer et al. 2018 – Knowledge Management of Games
- Sato, Tsunoda et al. 2018 – The Design and Evaluation
- Soranastaporn, Yamchuti et al. 2018 – Facilitating 21st Century Skills
- van Laere, Ibrahim et al. 2018 – Analyzing the Implications of Design
2016
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(2016) : VAL-U: Development of an Educational Game for Entrepreneurship and Sustainability in and for Developing Countries In: Schwägele, Sebastian; Zürn, Birgit; Bartschat, Daniel; Trautwein, Friedrich (Hg.): Planspiele - Vernetzung gestalten: Forschungsergebnisse und Praxisbeispiele für morgen: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 93-110
Abstract: Planspiele können als Instrument zur Förderung von Existenzgründern und Kleinunternehmern und zur Bildung für Nachhaltige Entwicklung in Schwellenländern eingesetzt werden. Die Herausforderung liegt in der Anpassung an die jeweilige Trainingssituation und die Zielgruppe. In dem gemeinsamen Projekt der Central University of Technology, Bloemfontein, South Africa, und der Hochschule Aalen wurde das Konzept und das Planspiel entwickelt und die Umsetzung der Trainings geplant. Das Spiel hat sechs Hauptkomponenten, die sich an jeweiligen Konzepten von Werten orientieren. Das Projekt involvierte Stakeholder aus Hochschule, Wirtschaft und Gesellschaft und soll einen Beitrag zur sozioökonomischen und nachhaltigen Entwicklung in Südafrika leisten und gleichzeitig die Rahmenbedingungen und Erfolgsfaktoren des Planspieleinsatzes in Schwellenländern erforschen. Wir stellen die Grundlagen, das Konzept des Spiels, und die Planung zur Umsetzung des Planspiels vor.
2012
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(2012) : Development of Personal Leadership through Simulations In: Bielecki, Witold; Gandziarowska-Ziolecka, Jagoda; Pikos, Anna; Wardaszko, Marcin (Hg.): Bonds & Bridges: Facing the Challenges of the Globalizing World with the Use of Simulation and Gaming: ISAGA-Conference 2011: Warsaw: Poltext Ltd, S. 175-186
Attachment: de6b1459-614a-4dea-a7d2-c4035be2bd2c.pdf
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(2012) : The Development and Use of a Simulation Platform to Foster Polish-American Sister City Entrepreneurial Business In: Bielecki, Witold; Gandziarowska-Ziolecka, Jagoda; Pikos, Anna; Wardaszko, Marcin (Hg.): Bonds & Bridges: Facing the Challenges of the Globalizing World with the Use of Simulation and Gaming: ISAGA-Conference 2011: Warsaw: Poltext Ltd, S. 287-292
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(2012): Gaming for Development. Building and Applying Gaming/Simulation in the Context of Developing Countries. In: Studies in Simulation & Gaming (22), S. 53-58
2009
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(2009) : The development of a frame-game designed for organizational change management processes In: Bagadonas, Eugenijus: Games: virtual worlds and reality: Selected Papers of ISAGA 2008: ISAGA-Conference 2008: Kaunas: Technologija, S. 233-236
Attachment: 3984f7ae-fe87-45d8-a70e-0e148b6b35b7.pdf
2006
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(2006) : Development of the professional skills of Russian managers on the base of intensive education a technologies In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 106-117
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(2006) : Proposing a Framework for Business Game Development In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 103-105
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(2006) : Developing Simulation Case Studies for Higher Education In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 331-332
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(2006) : Talk to the triangle. Developing a natural-language CALL tool In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 298-325
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(2006) : The unexpected side-effect of games for vocabulary development in nursing context In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 293-294
2004
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(2004) : Organizational and School Development. A Training for Headteachers In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA
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(2004) : Gaming simulation in personnel and organizational development considering the evaluation of e/m-time® as an example In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA
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(2004) : Team and organisation development for multicultural groups In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA
2003
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(2003) : MiMeSi: the idea of a frame game, an example and possible developments In: Percival, Fred; Godfrey, Hellen; Laybourn, Phyllis; Murray, Sarah (Hg.): Interactive Learning through Gaming and Simulation: The International Simulation and Gaming Yearbook: ISAGA-Conference 2002: Edinburgh
2001
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(2001) : New Developments in Simulation/Gaming In: Rahnu, Leen: Bridging the Information and Knowledge Societies: ISAGA-Conference 2000: Tartu
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(2001) : Econet1 - Simulation Game for Regional Sustainable Development Planning In: Rahnu, Leen: Bridging the Information and Knowledge Societies: ISAGA-Conference 2000: Tartu
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(2001) : Human-Resource Development with Gaming and Simulation. Structure, Contents and Evaluation of a Training Program In: Rahnu, Leen: Bridging the Information and Knowledge Societies: ISAGA-Conference 2000: TartuKeywords: Evaluation, Development, HR, Gaming, Simulation, Spielen, Entwickung, ISAGA, Training, Struktur
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(2001) : The WORK FLOW GAME. A Catalyst for Organizational Development and Learning In: Musci, Elena: On the Edge of the Millennium: A New Foundation for Gaming Simulation: ISAGA-Conference 2001: Bari: Edizioni B.A. Graphis
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(2001) : Vocabulary Development Using Gaming Activities: An Action Research at a Nursing School in Japan In: Musci, Elena: On the Edge of the Millennium: A New Foundation for Gaming Simulation: ISAGA-Conference 2001: Bari: Edizioni B.A. Graphis, S. 79-85