Planspiel-Literaturdatenbank des ZMS

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  • 2023

  • Becu, Nicolas (2023): Simulation and Gaming for Social and Environmental Transitions. Proceedings of the 54th Conference of the International Simulation and Gaming Association. LIENSs laboratory, CNRS / La Rochelle University

    Abstract:  The proceedings of the 54th edition of the International Simulation and Gaming Conference, covers a wide range of application types such as serious games for education, participative use of simulation games, design of board games and role-playing games, gamified environments and more. Some are meant to raise awareness on specific issues, others are intended for training purposes, and still others are designed to facilitate and encourage collective action.  In this publication, readers will find full papers and extended abstracts dealing with the evaluation of the effects of simulation games, including learning effects, effects on organizational or collaborative behavior, effects on motivation and engagement as well as, in a more innovative vein, effects on players' emotions. Other papers deal with design issues, analyzing role design, co-design processes or even the treatment of system complexity in game design. The use of new technologies, such as augmented reality, or the use of online educational games, are also addressed. Interestingly, several papers address the facilitation of simulation games, and seek to better characterize the facilitation role and its associated skills. Similarly, some authors propose characterizations of player profiles.  Meanwhile, the 54th edition of ISAGA conference highlighted the theme of "Simulation and gaming for social and environmental transitions". The ISAGA community responded enthusiastically to this call, and these proceedings include a large number of full papers and extended abstracts that approach this theme from different angles. Readers will find a large number of simulation games dealing with the multiple challenges of transitions, from games on energy transition, low carbon, sustainable development, "limits to growth", nature-based solutions, to games on the relation to science, equity issues, or ethics in transitions. Some of these games are meant to explore various transition pathways, others are meant to encourage social awareness about critical social or environmental problems. Finally, a number of papers present critical thoughts about the role of simulation and gaming in transition processes. Some question the concept of transformational learning, others analyze the rhetoric of social change games, and still others discuss the role of simulation games in the participation of citizens in transition processes.  In short, the proceedings of the 54th ISAGA conference provide a condensed overview of international research and current practices in the domain of simulation and gaming, focusing on issues of design, use and evaluation of simulation games in the present period of social and environmental transitions. 

    Beiträge zu diesem Sammelband:
  • Gerner, Martin (2023) : Sustainability through Simulation Games? Towards Designing a Research Agenda for Transformational Learning In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 10-19

    Abstract: Learning sustainability is closely linked with transformational competencies. Exploring formats and corresponding experiential methods are conducive to acquiring sustainability-related competencies. Simulation games are formats involving elements of experiential learning and qualifying for simulated realities of sustainable transformation. Research designs addressing experiential learning for sustainability are to adopt their logic and inherent principles. Considering simulation games in a paradigmatic way enables realizing their transformational potential for learning sustainability. This contribution advocates establishing a research design for experiential learning through simulation games driven by grounded theory, and embedded into an analytic and systematic reflection on teaching and learning. 

  • 2019

  • Weber-Sabil, Jessika; Lalicic, Lidija; Buijtenweg, Thomas (2019) : Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach 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. 234-247
  • 2018

  • Bekebrede, Geertje; van Bueren, Ellen; Wenzler, Ivo; van Veen, Linda (2018) : Challenges in the Transition Towards a Sustainable City: The Case of GO2Zero 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. 67-74

    Abstract: Cities face a challenging task in reducing CO2 emissions. Multiple
    technical solutions on district level as well as household level are available

  • 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!

    Beiträge zu diesem Sammelband:
  • 2011

  • van der Hijden, Pieter (2011) : On the Sustainability of Open Source Projects. Lessons Lerant from Cyberdam In: Beran, Martin: Changing the world through meaningful play: Abstracts and Papers: ISAGA-Conference 2010: Spokane, S. 91-93
  • 2004

  • Bots, Pieter; Mayer, Igor; van Bueren, Ellen; Seijdel, Robin; van der Voort, Haiko (2004) : A Simulation-Gaming Approach to Collaborative Decision-Making for Sustainable Urban Renewal 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. 124-133. Online verfügbar unter fileadmin/Redaktion/Planspielplus/Literatur/2004/Bots__Mayer__Van_Bueren__Seijdel__Van_der_Voort_2004_A_Simulation-Gaming_Approach_to_Collaborative_Decision-Making_for_Sustainable_Urban_Renewal.pdf
  • Gosda, M.; Saadjärv, Riin; Seebacher, Uwe; Gabriel, Werner; Grabka, Timo (2004) : HOTcopy® Newsroom Simulations. Discerning thresholds of sustainability from brinks of diminishing returns 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
  • Moles, Richard; O'regan, Bernadette; Richardson, Ita (2004) : Modelling the Impacts of Planning Policies on the Sustainability of Future Settlement Patterns in Ireland 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
  • 2001

  • Kavtaradze, Dmitry; Bukvareva, Elena; Sidorenko, Vladimir (2001) : Econet1 - Simulation Game for Regional Sustainable Development Planning In: Rahnu, Leen: Bridging the Information and Knowledge Societies: ISAGA-Conference 2000: Tartu
  • Rizzi, Paola; Vania, Andrea (2001) : Gaming in Community Sustainability and Local Identity Strengthening In: Musci, Elena: On the Edge of the Millennium: A New Foundation for Gaming Simulation: ISAGA-Conference 2001: Bari: Edizioni B.A. Graphis, S. 178-179
  • Ulrich, Markus; Borner, Sybille; Kyburz-Graber, Regula (2001) : Strategies for Sustainable Development in the Need Field Nutrition In: Rahnu, Leen: Bridging the Information and Knowledge Societies: ISAGA-Conference 2000: Tartu
  • 1997

  • Caha, Milan (1997) : Values and Skills in Teaching for Sustainability In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 363-370
  • Janse, Per; Johansson, Kent (1997) : Agent 21 - Computer Simulation on Sustainable Development In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 74-78
  • Kaneda, Toshiyuki; Kanegae, Hidehiko; Kaji, Hideki (1997) : A Gaming Simulation Experiment on Regional Sustainable Development Planning under Different Governmental System Settings In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 105-116
  • Klabbers, Jan; Bernabo, Chris; Moomaw, Bill; Carter, Tom; Hammond, Sue Postle; Hisschemöller, Matthijs (1997) : Global Climate Change & Sustainability. Enhancing the Policy/Science Dialogue In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 33-45
  • Polechova, Pavla (1997) : Sustainable Development and Education (frame game) In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 371-379
  • Tsuchiya, Shigehisa (1997) : A New Role of Computerized Simulation for Sustainable Development In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 51-57
  • Tsuchiya, Tomoaki (1997) : A Policy Exercise for Sustainable Development: Intelligent Transportation Systems In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 87-97
  • Ulrich, Markus (1997) : Sustainability at a Local Level. The Computer Tool INES (Interactive Energy Scenarios) and EMS (Environmental Management Simulaion Game) as Instruments for the Reduction of Energy Consumption at a Research Institute In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 166-180
  • 1987

  • Biethahn, Jörg; Baetge, Jörg (1987) : Simulation eines Marktes zum Zwecke der Ausbildung. Eine Darstellung des Planspiels OPEX In: Biethahn, Jörg; Schmidt, Bernd (Hg.): Simulation als betriebliche Entscheidungshilfe: Methoden, Werkzeuge, Anwendungen: Berlin: Springer (Fachberichte Simulation), S. 95-116