Planspiel-Literaturdatenbank des ZMS

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  • 2022

  • Kriz, Willy C. (2022) : Knowledge from the Great Ancestors: The “Cone of Abstraction”—Revisiting a Key Concept Through Interviews with Gaming Simulation Veterans 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. 25-41
  • 2021

  • Wijse-van Heeswijk, Marieke de (2021): Ethics and the Simulation Facilitator. Taking your Professional Role Seriously (Vol. 52, No. 3), S. 312-332. Online verfügbar unter


    Abstract: Background: When selecting, managing, and debriefing simulations, facilitators wishing to maintain appropriate standards, face demanding ethical challenges especially in learning contexts. Aim: This article considers why facilitators need to attend to ethical issues in facilitating simulation games. Issues examined include the influence of complexity in socio-technical system simulation games, perceptions of both facilitator and participants’ behaviors by including belief systems.

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  • 2018

  • Muricho Onencan, Abby (2018) : Assessment of Hybrid Board Game-Based Learning Outcomes Using the Beatty Theoretical Framework 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. 161-172

    Abstract: Hybrid board games draw benefits from both the digital and physical
    worlds. They increase social interaction and provide an enjoyable, seamless
    experience. Nevertheless, hybrid artefacts do not fit snugly into established
    game genres, leading to ambiguity regarding the selection of measurement tools.
    To address this challenge, a video game assessment framework, as outlined in
    Beatty (2014), was selected. It has a generic template, four dimensions with their
    respective templates (macro-level, micro-level, builder meta-level and social
    meta-level) and two feedback loops. This framework was applied from April to
    August 2016 in Kenya, to assess the learning outcomes of the Nzoia WeShareIt
    game. Results indicate that the framework could provide a solution for assessing
    hybrid board games, subject to some adjustments, as outlined in this paper.
    Future work may entail application of the framework, in other drainage basins.

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  • 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


    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.

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