Planspiel-Literaturdatenbank des ZMS

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Treffer: 217
  • 2025

  • Kriz, Willy Christian; Kikkawa, Toshiko; Wijse-van Heeswijk, Marieke de; Lukosch, Heide (2025): Legacy and Future Impact of Gaming Simulation Pioneers. Singapore: Springer Nature Singapore

    DOI: https://doi.org/10.1007/978-981-96-4325-7 

    Abstract: This book is a tribute to two pioneers in the field of gaming simulation: Richard de la Barre Duke and Cathy Stein Greenblat. Duke was a professor of urban planning at the University of Michigan who introduced gaming simulation into urban planning and policy making in the early 1970s. With his 1974 book Gaming: The future’s language, he proposed simulation games as a multilogue language for bringing different disciplines and stakeholders’ perspectives together. He was co-founder of the International Simulation and Gaming Association (ISAGA). Cathy Stein Greenblat was a professor of sociology at Rutgers University, using gaming simulation education and health care beginning in the mid-1970s. She was editor in chief of the international journal Simulation & Gaming for many years. Duke and Greenblat worked together and authored several influential books, and both were honorary members of ISAGA until they passed away in 2022. The present book focuses on the past and actual scientific and practical impact of their work for design and development, facilitation and debriefing, evaluation, and research of simulation games. The book contains discussions and case examples of how their key concepts are still used and can be used in the future to have a social impact through gaming simulation. Furthermore, the book shows how their work and guiding simulation game design principles continue to inspire ongoing and future research in the context of dealing with complexity and to support social and environmental transition through gaming simulation- Included are interviews with the two pioneers and contributions of other outstanding experts about their work.

    Keywords: Gaming, Simulation, ISAGA
  • Lukosch, Heide; Freese, Maria; Meijer, Sebastiaan (2025): Simulation and Gaming across Borders. Cham: Springer Nature Switzerland

    DOI: https://doi.org/10.1007/978-3-031-86555-8 

    Abstract: This book constitutes the refereed proceedings of the 55th International Simulation and Gaming Association Conference, held in Christchurch, New Zealand, during July 8–12, 2024. The 20 full papers in this book were carefully reviewed and selected from 25 submissions. This year’s theme has been Simulation and Gaming across Borders. The 2024 conference underscored the global and interdisciplinary reach of simulation and gaming as tools for education, research, and social change. The proceedings presented here capture the breadth of this convergence, highlighting innovative applications, emerging ethical considerations, intercultural dynamics, and new frontiers in facilitation techniques.

  • 2021

  • Jansen, Rob J.G.; van Zelst, Marinov (2021): The Multiple Facilitator: Scientists, Sages and Rascals (Vol. 52, No. 3), S. 273-289. Online verfügbar unter https://journals.sagepub.com/doi/epub/10.1177/1046878121989376

     

    Abstract: Background. Games are designed to help participants think about, understand, sharpen their problem statement as well as the specific objectives to be achieved to escape the problem situation. When participants prepare for the game (briefing), interact in the simulated environment (gameplay), and self- or jointly reflect about the gameplay they faced in terms of intended and unintended learning experiences (debrief), they benefit or suffer from facilitating that can or cannot fully cater to their needs. To support the participants to explore and resolve the problem situation in order to achieve learning goals, we propose that facilitators can make use of role shifts during gameplay. Method. To capture the role shifts in the gameplay phase we studied game runs of the MicroTech game. The MicroTech game is a free-form game in which participants play the role of top management team or division managers in a multiunit organization. Results. We analyzed the role shifts we experienced as facilitators by elaborating on game events and how we could manage those events differently in future game runs if necessary. We show a need for facilitators to be able to embody multiple roles in the case of policy gaming that are in fit with the different phases, while there is a simultaneous need to shift within phases in order to keep participants moving and stimulating them to work towards the learning goals. Conclusion. Gaming/simulation facilitators should explore what multiplicity is required of them to make the game a success. Although this may seem normal practice to well-prepared and professionally trained facilitators, this may be particularly important for novice facilitators.

  • 2019

  • Hamada, Ryoju; Iwasa, Nanako; Kaneko, Tomomi; Hiji, Masahiro (2019) : Resolving Migrant Issues in Thailand Using the Framework of 'Simulation Game - Project PAL' 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. 365-380

    Keywords: Migrant, Refugee, Gaming, ISAGA
  • Roungas, Bill; Meijer, Sebastiaan; Verbraeck, Alexander (2019) : The Tacit Knowledge in Games: From Validation to Debriefing 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. 298-308
  • Toyoda, Yusuke; Sakai, Kohei; Kanegae, Hidehiko (2019) : Gaming Simulation for Managing Stranded Persons and Residents around Terminal Stations after Large-Scale Earthquakes 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. 217-218
  • Wade, Derek W. (2019) : Space Pirates! Business Lessons from MMO Players 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. 497-498
  • Yoshida, Masayuki; Kobayashi, Shigeto (2019) : A comparative study of the behavior and evaluation of analog and digital community currency: Research using gaming simulation 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. 645-653
  • Zhang, Cevin; Pukk Härenstam, Karin; Nordquist, Jonas; Meijer, Sebastiaan (2019) : Structuring game design with activ learning benefits: insights from logistical skills training in managing an emergency department 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. 309-323
  • 2018

  • Keijser, Xander; Ripken, Malena; Warmelink, Harald; Abspoel, Lodewijk; Fairgrieve, Rhona; Mayer, Igor (2018) : Maritime Spatial Planning - A Board Game for Stakeholder Involvement 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. 58-66

    Abstract: The Maritime Spatial Planning (MSP) Challenge game: Short Sea
    Shipping (SSS) Edition is a table-top strategy board game, designed for
    policy-makers and stakeholders involved in MSP, short-sea shipping and the
    Blue Economy. It is a "serious game', allowing the development of a better
    understanding of the issues involved in MSP through creative and imaginative
    role playing, taking into account the relevant professional and personal experience
    of the players. The authors present and discuss the use of the MSP
    Challenge board game to test how, and to what extent, the concept can help
    stakeholders understand Maritime Spatial Planning.

  • 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.

  • 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.

  • 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.

  • 2016

  • Schutz, Thomas; Lorber, Martin (2016): Gaming für Studium und Beruf. Warum wir lernen, wenn wir spielen. Bern: hep der bildungsverlag
  • 2015

  • Blötz, Ulrich (2015): Planspiele und Serious Games in der beruflichen Bildung. Auswahl, Konzepte, Lernarrangements, Erfahrungen - Aktueller Katalog für Planspiele und Serious Games 2015. 5. überarbeitete Auflage. Bielefeld: W. Bertelsmann Verlag GmbH & Co. KG (Berichte zur beruflichen Bildung)

    Abstract: mit DVD

  • 2014

  • Angelini, M. Laura; Garcia-Carbonell, Amparo; Watts, Frances (2014) : Student Perceptions of Gain in Telematic Simulation In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 176-186
  • Cary, Robert (2014) : Gaming: The Futures Language - The early Years In: Kriz, Willy C.: Back to the Future of Gaming: Bielefeld: W. Bertelsmann Verlag, S. 262-270
  • Garcia-Carbonell, Amparo; Andreu-Andres, Angeles; Watts, Frances (2014) : Simulation and Gaming as the Future's Language of Language Learning and Acquistion of professional Competences In: Kriz, Willy C.: Back to the Future of Gaming: Bielefeld: W. Bertelsmann Verlag, S. 214-227
  • Geithner, Silke; Menzel, Daniela; Donath, Stefan (2014) : Team processes in interdisciplinary projects - The C²-Business Game for Project Management and Soft Skills Development In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 246-264
  • Karl, Christian (2014): Simulation and Gaming in Construction Business. Design of a module-oriented modeling approach based on system dynamics and its prototypical implementation in research and education. Promotion. Universität Duisburg-Essen, Duisburg-Essen. Ingenieurwissenschaft. Online verfügbar unter duepublico.uni-duisburg-essen.de/servlets/DerivateServlet/Derivate-38158/Dissertation_Karl.pdf _blank.

     

    Abstract: Ausgezeichnet mit dem Deutschen Planspielpreis 2015 (Sonderpreis, Kategorie Dissertationen)

    Aus der Laudatio: "

  • 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