gaming simulation
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2022 ◽  
Vol 63 ◽  
pp. 16-22
Author(s):  
Margaret Verkuyl ◽  
Naza Djafarova ◽  
Paula Mastrilli ◽  
Lynda Atack
Keyword(s):  

2021 ◽  
Vol 5 (5) ◽  
pp. 106-116
Author(s):  
Yuri Okunishi ◽  
Tomoko Tanaka
Keyword(s):  

2021 ◽  
Author(s):  
Nicolas Becu

This chapter examines the impacts of computerization of gaming simulations on their usability. Simulation and gaming is an interdisciplinary domain which rallies, among others, the disciplines of education and modelling, and which aim at helping groups of participants to acquire knowledge and skills on complex topics. Gaming simulations can take the form of haptic games or computerised simulations. Yet, the later form may slow down the learning potential for the users. The chapter describes the different types of computerization of gaming simulations. It then examines the effects of computerization, both from the users’ perspective (accessibility, captive effect, and flexibility of use) and from the developers’ perspective (material, human, and time requirements). Some paths to overcome barriers to experiential learning of computerised gaming simulation are finally presented.


2021 ◽  
Vol 35 (35) ◽  
pp. 82-99
Author(s):  
Kaisa Liekovuori ◽  
Samu Rautio ◽  
Aatu Härkönen

Background: The current research brings up the perspective of security-critical information systems in shared parameter databases in the context of processing sensitive data at Finnish Naval Warfare Centre. It refers to the environment of isolated military war gaming simulation and modeling systems. The research problem is: How to make an optimal solution for data distribution in different military war gaming simulation and modeling software? Objectives: The objective is to create a single shared database usable with different detail level software, e.g. high-level scenario simulation, technical system-of-system simulations, and system-level physical simulations. Methods: The methods are modeling, simulation and operation analysis. The approach is inductive, the strategy is a qualitative case study and the data collection was implemented by exploring database models and their combinations. The integration was implemented in an object-relational database management system (ORDBMS), PostgreSQL. Results: The shared database led to efficient access to simulation parameters, more straightforward system integration and improved scalability. Conclusions: The results of modeling and simulation indicated that the integration is possible to implement.


2021 ◽  
pp. 104687812198937
Author(s):  
Rob J. G. Jansen ◽  
Marino van Zelst

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.


2020 ◽  
pp. 104687812092704
Author(s):  
M. A. van Haaften ◽  
I. Lefter ◽  
H. Lukosch ◽  
O. van Kooten ◽  
F. Brazier

Background. Revealing tacit knowledge often is seen as very valuable for organizations, although it is usually challenging to enunciate and share this type of knowledge. Methods. This study uses a participatory design and the application of a board gaming simulation as instruments to extract tacit knowledge. To illustrate this application, the gaming simulation is played with entrepreneurs from horticulture. Horticulture represents a complex social system where tacit knowledge plays a major role in the trade process. A participatory design process is used to explore whether the design and play of gaming simulations enable participants to explicate their tacit knowledge. Participants’ participation in designing the gaming simulation explicated that reconstructing reality was a prerequisite for their commitment. Results. The results from playing simulation sessions show that participants were able to: (1) narrow down the anecdotic behaviour to a few factors; (2) to structure these factors; (3) explore how these factors relate to trade barriers and (4) to explain which tactics are applied to foster trade. Conclusion. The educational value of this study is that it helped entrepreneurs in understanding complex real-life situations.


Author(s):  
Christian Stummer ◽  
Elmar Kiesling

AbstractIt is not easy for students or junior managers to obtain first-hand experience in innovation and technology management. Business gaming simulations can remedy this, as they provide an opportunity to acquire practical skills. We developed such a business gaming simulation that enables teams of participants—each managing a virtual company that competes with other companies in several markets—to implement technology strategies, make resource allocation decisions, and test marketing strategies for introducing its new products. The salient feature of this simulation is its agent-based market model, which accounts for consumers’ heterogeneity and social factors like word-of-mouth communication. In this paper, we describe the elements and dynamics of the market model, outline the didactic framework, and synthesize our experiences from using the simulation in classroom settings for several years. Overall, we find that using an agent-based model as the core of a business gaming simulation can facilitate experiential learning in management, particularly in fields that involve complex social system dynamics, as is the case in the diffusion of innovations.


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