Planspiel-Literaturdatenbank des ZMS
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2019
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(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
2018
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(2018) : Learning Change Management by Using a Business Simulation Game. A Portuguese-German Partnership In: Hühn, Christian; Schwägele, Sebastian; Zürn, Birgit; Bartschat, Daniel; Trautwein, Friedrich (Hg.): Planspiele - Interaktion gestalten: Über die Vielfalt der Methode: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 159-172
Abstract: Change management is a very complex issue, because it lies on items that cannot
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(2018) : Assessing the Residential Energy Rebound Effect by Means of a Serious Game 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. 129-138
Abstract: Residential energy efficiency improvements often have a smaller
effect than expected. Although there is agreement on the existence of this effect,
called the rebound effect, there is no agreement on the size of the effect. The
objective of this study was to investigate the potential of using serious games to
assess this effect. We used a game in which participants play home owners who
manage their households in terms of energy consumption. Results of experiments
with 50 players showed signs of the rebound effect when players with a
low efficiency house reduced their energy consumption more than players with a
high efficiency house. In addition, some issues related to previous studies were
addressed, such as the possibility to perform an ex-ante assessment and to
conduct the study in a controlled environment. Calculations of the size of the
rebound effect depended on the approach used to determine the expected effect
and showed differences between appliances. -
(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. -
(2018) : Design-based Research. Blending Simulation Game Design with Research on Motivation In: Hühn, Christian; Zürn, Birgit; Schwägele, Sebastian; Hofmann, Sarah; Trautwein, Friedrich (Hg.): Planspiele - Analyse und Wirkungen: Rückblick auf den Deutschen Planspielpreis 2015 und 2017: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 47-52
Abstract: This contribution provides an example on how to effectively combine the development of a simulation game with educational research that is scientifically relevant. The research presented here is based on the dissertation thesis "Investigating Student Interest in the Context of Problem-based Learning. A design-based research study". Following a design-based research approach, the author iteratively developed a simulation game in order to investigate models of problem-based learning and interest development. As a result, the research yielded both, a user-friendly and effective simulation game design and scientifically relevant findings on the development of interest in the context of problem-based learning. Finally, this contribution recommends design-based research as a promising approach to advance research and practice together in a single project.
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(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.
Keywords: criterion, methods, Moderator, mediator, constructs, predictor, post-positivism, science, Research, criteria, Gamification, Design, Game, theory -
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
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(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.
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(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.
2014
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(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.
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(2014): Design-Based Research im Naturwissenschaftlichen Unterricht. Das motivationsfördernde Potenzial situierter Lernumgebungen im Fokus. In: Psychologie in Erziehung und Unterricht 61 (1). Online verfügbar unter https://www.researchgate.net/profile/maximilian_knogler/publication/262344949_design-based_research_im_naturwissenschaftlichen_unterricht._das_motivationsfrdernde_potenzial_situierter_lernumgebungen_im_fokusKeywords: vironment, Naturwissenschaft, Schule, situated, Wert, of, Education, Motivationsförderuenng, Lernumgebung, Design-based, science, value, Unterricht, Learning, Research, der, Motivation, naturwissenschaftlicher, Planspiel
2009
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(2009) : Developing a Research Methodology for the Quantitative Analysis of In-Game Social Behavior In: Bagadonas, Eugenijus: Games: virtual worlds and reality: Selected Papers of ISAGA 2008: ISAGA-Conference 2008: Kaunas: Technologija, S. 23-26Keywords: Gaming, Simulation, ISAGA, Research, Forschungsmethodik, Planspielforschung, Sozialverhalten
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(2009) : Combining concepts from Modeling and Simulation and Game research. Realismic Virtual Environments In: Bagadonas, Eugenijus: Games: virtual worlds and reality: Selected Papers of ISAGA 2008: ISAGA-Conference 2008: Kaunas: Technologija, S. 109-113Keywords: Forschung, Gaming, Simulation, Environment, Umwelt, virtual, Umgebung, ISAGA, Realitätsnähe, virtuell, Research
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(2009) : Simulation and gaming methods in educational process at a higher school. Enhancing students' scientific research activity In: Bagadonas, Eugenijus: Games: virtual worlds and reality: Selected Papers of ISAGA 2008: ISAGA-Conference 2008: Kaunas: Technologija, S. 121-124
2005
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(2005) : Motivations for adults playing games In: Teach, Richard; Narasimhan, Sriram (Hg.): Serious Play: Form, Function, and Fun: ISAGA-Conference 2005: Atlanta: ISAGA
2000
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(2000) : Administrator characteristics and their Influence on Learning through Simulation/Gaming In: Leigh, Elyssebeth; McLaughlan, Rob (Hg.): Anticipating the Unexpected: Conference proceedings of the 30th Annual Conference of the International Simulations and Gaming Association (ISAGA): Sydney: ISAGA
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(2000) : Simulations, Property Markets and Behavioural Research In: Leigh, Elyssebeth; McLaughlan, Rob (Hg.): Anticipating the Unexpected: Conference proceedings of the 30th Annual Conference of the International Simulations and Gaming Association (ISAGA): Sydney: ISAGA
1964
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(1964): Business Gaming for Organizational Research. In: Management Science 10 (3). Online verfügbar unter http://www.jstor.org/stable/pdfplus/2627430.pdf
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: Investigating Student Interest in the Context of Problem-based Learning. A Design-based Research Study. TU München, München. Lehramt.
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