Planspiel-Literaturdatenbank des ZMS

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  • 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.

  • 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].).

  • 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.

  • 2006

  • Yeo Gee, Kin; Wang, Wei (2006) : Knowledge-based Support in Simulation Games 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. 97-99
  • 2005

  • Ichikawa, Arata; Nakamura, Mieko (2005) : For the Knowledge Society: How to Involve Human Resources in Gaming In: Shiratori, Rei; Arai, Kiyoshi; Kato, Fumitoshi (Hg.): Gaming, Simulations, and Society: Research Scope and Perspective: ISAGA-Conference 2003: Tokyo: Springer-Verlag, S. 227-236
  • Loveluck, Clive (2005) : Games, Society and Culture In: Teach, Richard; Narasimhan, Sriram (Hg.): Serious Play: Form, Function, and Fun: ISAGA-Conference 2005: Atlanta: ISAGA
  • 2004

  • Birgmayer, Renate (2004) : Helicopter Thinking: Training of Inductive Reasoning as a Step Towards more Efficiency in System Thinking 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, S. 757-760
  • Klotzbücher, Ralf (2004) : Insurance Industry Simulation Games between Knowledge and Action 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
  • Neunast, Karl (2004) : A Classification Scheme for the Required Model Knowledge of Simulation Players 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
  • Panizzi, Giorgio (2004) : The responsibility of knowledge - Experiences and applications of Gaming Simulation in Italy 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
  • Purbojo, Rijanto; Hoog, Robert de (2004) : Learning Knowledge Management in a Collaborative Game 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
  • Saadjärv, Riin; Talviste, Katre; Villems, Anne (2004) : The Knowledgopol Project 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

    Keywords: Wissen, ISAGA, Toolkit, Knowledge
  • 1992

  • Liou, Yihwa; Higa, Kunihiko (1992) : Capturing Organizational Knowledge Through Modeling In: Crookall, David; Arai, Kiyoshi (Hg.): Global Interdependence: Simulation and Gaming Perspectives: ISAGA-Conference 1993: Tokyo: Springer-Verlag

    Keywords: Wissen, ISAGA, Knowledge
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