Planspiel-Literaturdatenbank des ZMS

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  • 2022

  • Kriz, Willy C.; Kikkawa, Toshiko; Sugiura, Junkichi (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. 185-199
  • Kriz, Willy C.; Sugiura, Junkichi; Kikkawa, Toshiko (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
  • Matsui, Hiroyuki; Sugiura, Junkichi; Kikkawa, Toshiko (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
  • Rustemeier, Linda; Astheimer, Ann-Kristin: Giorgashvili, Tornike; Voß-Nakkour, Sarah (2022) : Experience Scrum! Agile Softwareentwicklung durchspielen 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. 47-61
  • Wijse-van Heeswijk, Marieke de; Leigh, Elyssebeth (2022) : Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? 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. 149-167
  • 2020

  • Arlt, Fabian; Arlt, Hans-Jürgen (2020): Spielen ist unwahrscheinlich. Eine Theorie der ludischen Aktion. Wiesbaden: Springer VS
  • 2019

  • Jakubowski, Michal (2019) : Gamification Design Strategies - summary of research project 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. 381-386
  • Thibault, Mattia (2019) : Make It Punk! For a critical, bottom-up, playful gamification 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. 353-364

    Keywords: ISAGA, Play, Gamification
  • 2018

  • 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.

  • Solèr, David-Kay (2018): Playground. Die Essenzen des Spielens und wie sie wieder zum Fundament des eigenen Lebens uns Erschaffens werden. Hochschule für angewandte Wissenschaft Hamburg, Hamburg.

    Abstract: Faber: Kreativität und Innovation erreichen nur im Spielen ihre absolute Entfaltung – dem Gehirn wird dadurch ermöglicht außerhalb, der Einbahnstraße zu denken. Nur so wird dem Menschen genügend Freiheit gewährt und so muss er nicht erst immer über den Nutzen seiner Idee und deren Ausführung nachdenken. Dabei hilft ein klares Regelsystem, sich nicht völlig zu verlieren (vgl. Hüther & Quarch, Rettet das Spiel!, S. 18-34). So beschreibt auch Johan Huizinga das Spiel als einen Urstoff des menschlichen Wesens und das daraus folgende Handeln des Menschen (vgl. Huizinga, Homo Ludens, S. 9-37). Auch in der modernen Hirnforschung weisen Wissenschaftler wie Gerald Hüther immer mehr darauf hin, welch essentiellen Bestandteil das Spielen für den Menschen darstellt. Als klare Gegner des Homo Ludens (Der spielende Mensch) wird hierzu der Homo Faber (Der machende Mensch) und vor allem der Homo Oeconomicus (Der Wirtschaftsmensch) angesehen. Denn nach den Forschungen über das Spielen gibt es besonders einen Aspekt, der unentbehrlich scheint: die Losgelöstheit des Spielens (Prozess) vom Nutzen. In anderen Worten ausgedrückt bedeutet dies Folgendes: Homo Faber steht dafür ein, immer etwas Spezifisches erschaffen zu müssen, damit das Tun legitimiert ist und nutzt das Spiel allein dafür, ein ganz bestimmtes Ziel zu erreichen –ein Abweichen vom festgelegten Ziel muss vermieden werden. Homo Oeconomicus steht immer hinter dem wirtschaftlichen Nutzen und nutzt die Elemente des Spielens im besten Fall dafür, noch mehr wirtschaftlichen Gewinn zu erzielen. In beiden Fällen wird das echte Spielen allein zur Instrumentalisierung genutzt und hat für sich alleine gesehen keinerlei Existenzberechtigung. Bis heute führte diese Denkweise dazu, dass Quantität vor Qualität steht. Mehr Arbeitsstunden gelten als besser als wenige. Jegliche natürliche Neugier des Spielens wird dadurch allzu oft im Keim erstickt.

  • 2017

  • Zukunftsinstitut GmbH, 0 (2017): Playful Business. Wer spielt, gewinnt!. Frankfurt am Main: Zukunftsinstitut GmbH. Online verfügbar unter https://www.zukunftsinstitut.de/artikel/playful-business/

  • 2016

  • Raczkowski, Felix (2016): Digitalisierung des Spiels. Games, Gamification und Serious Games. Promotion/Ph.D. Ruhr-Universität Bochum, Bochum.
  • 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
  • Kapp, Karl M.; Blair, Lucas; Mesch, Rich (2014): The Gamification of Learning and Instruction Fieldbook. Ideas into Practice. San Francisco: Wiley
  • 2012

  • Kapp, Karl M. (2012): The Gamification of Learning and Instruction. Game-based Methods and Strategies for Training and Education. San Francisco: Pfeiffer
  • Stampfl, Nora (2012): Die verspielte Gesellschaft. Gamification oder Leben im Zeitalter des Computerspiels. 1. Hannover: Heise Zeitschriften Verlag GmbH & Co KG
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