Your SlideShare is downloading. ×
Serious Gaming: Introduction
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Serious Gaming: Introduction

1,114

Published on

Published in: Business, Technology
0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
1,114
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
18
Comments
0
Likes
1
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. 1Challenge the future Serious Gaming: Introduction © Dr. Igor Mayer i.s.mayer@tudelft.nl Faculty Technology, Policy and Management (TPM) & Signature Games Delft University of technology, The Netherlands
  • 2. 2Challenge the future ACKNOWLEDGEMENTS COPYRIGHT • © TPM, TU-Delft, Igor Mayer. • No parts of this presentation may be reproduced, copied or disseminated without written permission by the author.
  • 3. 3Challenge the future
  • 4. 4Challenge the future Faculty Technology, Policy & Management, Delft University of Technology, Delft, the Netherlands
  • 5. 5Challenge the future Modeling, Simulation & Gaming facilities
  • 6. 6Challenge the future SG Research tool (2012 -) Veerkracht (RWS, 2012 -) Patentometer (2012) Marine Spatial Planning, (E&I 2011-) CharliePappa (BvB 2011 -) Achmea Nieuw Zorgbedrijf (2010) Electricity Market Simulation Game (TU- Delft ) ProRail games (2010 – 14) National Intelligence – (Politieac. 2009) Hugo de Groot (NHM 2008) Aristoteles, (GHOR, Berenschot, ) SprintCity (Ver. Deltametr. 2009 -) Team-Up (TU-Delft) Hazard Recognition (Shell) Construct.IT (3TU) Simulatie APM Terminals CSI the Hague (NFI) Road Roles (TU-Delft) Watergame (Tygron) OM Interfaces (2005) SimPort-MV2 (2004 – 2010) Patentopolis (2008) Levee Patroller (Deltares, 2006 -) Centrumlijn (Tramtunnel) Sieberdam: railway area reconstruction (2006) Court Management Game (OM, 2005) Ventum Online (2004 -) Global Supply Chain Game (GSCG, 2002 - ) Urban Network Game (RPB, 2002) DUBES Containers Adrift Infrastratego IncoDelta game
  • 7. 7Challenge the future Mission & Vision Since 2004, an interdisciplinary center of expertise and experience for academic research and professional applications of simulation-gaming, serious gaming and 3D virtual (game) worlds, to be used for complex, multi-actor policy and organizational decision-making, learning and training, esp. in the field of infrastructures. (Inter)nationally acknowledged Co-located, interdisciplinary research group Active participation in SG research networks Variety in funding: EU, Academy of Sciences (NWO), Business Educating a selected body of Master, Post Academic and PhD students Contributing to body of knowledge in serious gaming Highly cited peer reviewed journal papers, monographs, thesis, books Developing innovative serious games that matter to professionals and decision-makers Pre-competitive development in partnerships with industry Enhancing high tech start ups and spin offs
  • 8. 8Challenge the future Profile Serious Gaming Niche Infrastructures: Seaports, Rail, Energy, Roads & Tunnels, Water & Levees, Spatial planning, ICT,… MSG: Advanced Modeling,Simulation & (Serious) Gaming Multi-actor systems: Social-technical systems, Complex adaptive systems, Multi-actor policy making… Activities SG Design SG Production SG Education & training SG Intervention SG Research SG Theory building Serious Gaming Serious Gaming
  • 9. 9Challenge the future Main argumentation 1. Modern societies thrive upon vital, secure…infrastructures: (air, sea) ports, (power, transport, ICT) networks, utilities, water, etc. ! 2. Infrastructures are complex, multi-actor systems. For their planning and management methods are needed that can address their technical-physical complexity and their social-political complexity in an integrated, holistic fashion! 3. (Serious) gaming–simulation is the only method that can bring real stakeholders INTO the (computer) model or let them ‘play’ with the simulation-model! 4. Serious gaming–simulation for Public Policy Making (PPM) enhances strategic thinking (what if...), tactical planning (learning, coordination) and operational training. 5. This is not so new – E.g. War Gaming. But modern computer game technology / Virtual Reality gives us many new and sophisticated possibilities to ‘seriously play’ with simulations and models for PPM. 6. Game technology is revolutionizing simulation in its technical and social meaning and applications. We are just at the beginning…
  • 10. 10Challenge the future SG Research Landscape [1] Netherlands / International organizations & institutions
  • 11. 11Challenge the future SG Research Landscape [2]: Delft Niche Delft Research Initiatives: energy, water, health, infrastructures
  • 12. 12Challenge the future Core publications 1. Duffhues, J., Mayer, I. S., Nefs, M., & van der Vliet, M. (2013). Breaking Barriers to Transit-Oriented Development: Insights from the Serious Game SPRINTCITY. Environment and Planning B (in press). 2. Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of Games for Society, Business and Politics: A Frame Reflective Analysis. In Nick Rushby & D. Surry (Eds.), Wiley Handbook of Learning Technology (in press). Wiley. 3. Mayer, I. S., Zhou, Q., Lo, J., Abspoel, L., Keijser, X., Olsen, E., … Kannen, A. (2013). Integrated, Ecosystem-based Marine Spatial Planning: Design and Results of a Game-based Quasi-Experiment. Ocean and Coastal Management, 82, 7–26. doi:dx.doi.org/10.1016/j.ocecoaman.2013.04.006 4. Mayer, I. S., Bekebrede, G., Harteveld, C., Warmelink, H. J. G., Zhou, Q., van Ruijven, T., … Wenzler, I. (2013). The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology, n/a–n/a. doi:10.1111/bjet.12067 5. Bekebrede, G., Warmelink, H. J. G., & Mayer, I. S. (2011). Reviewing the Need for Gaming in Education to Accommodate the Net Generation. Computers & Education, 57(2), 1521–1529. doi:10.1016/j.compedu.2011.02.010 6. Meijer, S. A., Mayer, I. S., van Luipen, J., & Weitenberg, N. (2011). Gaming Rail Cargo Management: Exploring and Validating Alternative Modes of Organization. Simulation & Gaming, 43(1), 85–101. doi:10.1177/1046878110382161 7. Mayer, I. S. (2009). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862. doi:10.1177/1046878109346456 8. Harteveld, C., Guimarães, R., Mayer, I. S., & Bidarra, R. (2009). Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER. Simulation & Gaming, 41(3), 316–340. doi:10.1177/1046878108331237
  • 13. 13Challenge the future PhD theses 1. Ruijven, T. van. (2014). Virtual Emergency Management Training (forthcoming). PhD thesis Delft University of Technology, Delft, The Netherlands. 2. Zhou, Q. (2014). The Princess in the Castle. How Gaming can serve Integrated Policy Analysis (forthcoming). TU Delft. 3. Warmelink, H. J. G. (2013). Towards Playful Organizations: How online gamers organize themselves (and what other organizations can learn from them). Delft University of Technology, Delft. 4. Harteveld, C. (2012). Making Sense of Virtual Risks; A quasi Experimental Investigation Into Game-Based Training. IOS Press, Delft, The Netherlands. 5. Van Staalduinen, J. P. (2012). Gamers on Games and Gaming: Implications for Educational Game Design. TU Delft. 6. Chappin, E. J. L. (2011). Simulating Energy Transitions (chapter 8). TU Delft, the Netherlands. 7. Fumarola, M. (2011, June 29). Multiple Worlds: a multi-actor simulation-based design method for logistics systems. 8. Altamirano, M. (2010). Innovative Contracting Practices in the Road Sector. Cross-national Lessons in Dealing with opportunistic Behavior. TU Delft, the Netherlands. 9. Bekebrede, G. (2010, August 24). Experiencing Complexity: A gaming approach for understanding infrastructure systems. TU Delft, the Netherlands. 10. Gasnier, A. (2007). The patenting paradox. A game-based approach to patent management. Eburon, Delft. 11. Van Houten, S.-P. A. (2007, November 6). A Suite for Developing and Using Business Games: Supporting Supply Chain Business Games in a Distributed Context. TU Delft, the Netherlands. 12. Kuit, M. (2002, November 25). Strategic Behavior and Regulatory Styles in the Netherlands Energy Industry. TU Delft, the Netherlands.
  • 14. 14Challenge the future Energy (Main) ports Water management Rail Infrastructures Long term planning, strategic management and design Capacity management and logistics Resilient infra, crisis and emergency management Markets, regulation and (strategic) behavior
  • 15. 15Challenge the future Serious Board games (student prototypes)
  • 16. 16Challenge the future BIOMAdneSS (CE Delft, BeInvolved, 2009) TwijnstraGudde 2008 Huisje, Boompje Vliegtuigje (Ministry Transport and Water, 2010) StarPlayer (Board of TU-Delft, 2011) Serious Board games (end products)
  • 17. 17Challenge the future OM Interfaces 2005/06 Simport Maasvlakte 2 2004-now Marine Spatial Challenge 2011 Veerkracht 2012 Policy games
  • 18. 18Challenge the future Court Management Game OM Interfaces Aristoteles ProRail Policy Game Dashboards
  • 19. 19Challenge the future Levee Patroller (Deltares, 2006-now) Hazard Recognition (Shell, 2009-now) Charlie Pappa (2012 - now) 3D-training games
  • 20. 20Challenge the future Hazard Recognition TU-Delft, Shell 2008 - now Problem context: Efficiency and effectiveness of training Shell personnel on Hazard Recognition Design format: 3D, single player operational training game Evaluation methods: Questionnaires, observations, logging, video Outcomes Learning efficacy, assessment, papers and graduation reports Link demo
  • 21. 21Challenge the future TeamUp – Virtual Team Research and Training TU-Delft, 2009- now Problem context: Training and research into - E-teams - E-leadership Design format: Multi-player virtual game- based research and learning environment. 4 Levels Resources Puzzle Evaluation methods: Questionnaires, observations, logging, video Outcomes Significant time differences Situational awareness Reasoning Age and navigation skills! Conflicts and frustration Demo TeamUp movie
  • 22. 22Challenge the future Marine Spatial Planning ministry Infrastructure and Environment, ICES, OPSPAR, VASAP/TU-Delft, 2011 - now Problem context: Integrated Ecosystem-based Marine Spatial Planning. Design format: Multi-player computer- supported policy game. Evaluation methods: Pre-, in game and post questionnaires, observations, logging, video. Outcomes Asssessment of the cultural differences and complexity of MSP in European countries; Suggestions for improvements and harmonization Insights in effectiveness of policy gaming in different cultures. Follow up games and tooling
  • 23. 23Challenge the future SprintCity Vereniging Deltametropool, TU-Delft, Movares, 2009- now Problem context: Transit-oriented development; relation between rail way and urban development Play 32 sessions, with 250+ stakeholder participants Design format: Multi-player, computer supported game, localized for Dutch planning context with TOD model and realistic data. Evaluation methods: Questionnaires, observations, logging, video Outcomes Insights on TOD model validity; Diffusion of TOD. Learning of participants. Papers and impact journal paper.
  • 24. 24Challenge the future Veerkracht (Resilience) Rijkswaterstaat, TU-Delft 2012 - now Problem context: Training and research into - E-teams - E-leadership Design format: Multi-player virtual game- based research and learning environment. 4 Levels Resources Puzzle Evaluation methods: Questionnaires, observations, logging, video Outcomes Significant time differences Situational awareness Reasoning Age and navigation skills! Conflicts and frustration
  • 25. 25Challenge the future The researcher The model Maasvlakte 2 Virtual Port Planning Game session Publication Experiencing Complexity: a Gaming Approach for Understanding Infrastructure Systems Geertje Bekebrede (PhD in 2010) What properties make serious gaming suitable for simulating complex adaptive systems and in what way can serious gaming support the policy relevant understanding of complex infrastructure systems Before and after game evaluations (questionnaires) and data output with 400+ student and professional players. Based on theories of complex adaptive, multi-actor systems (CAS) and serious gaming.
  • 26. 26Challenge the future Research framework 2. Theory: Complex, multi actor systems and policy making. 3. Method: Modeling, simulation & gaming (MSG) 1. Domain application: infrastructures 1.1 Water, Rail, Ports, Energy, Tunnels, etc... FramingFraming Sub question 4 subquestion6 Research question 2 Research question 1 Research question 3 Sub question 5 2.1 Complex adaptive systems, resilience, integrated planning, self-organization, sense-making, etc... 3.1 Design and evaluation of (Serious) Gaming-Simulation Framing Case- Experiments, e.g. Levee Patroller, SimPort, Water Game,
  • 27. 27Challenge the future Analytics and metrics Game experience Personality profile Team Role profile Game play profile Team performance: time Team performance: quality
  • 28. 28Challenge the future Research tool
  • 29. 29Challenge the future Education… the MSG profile Master classes, Key notes, lectures, demo’s Post-academic Serious Gaming for Professionals (2010 & 2012, 2013) Traineeships, interns, Master graduation projects, Work, start ups (E.g. Accenture) IN4302 Building Serious Games (5 EC) SPM0555 Agent Based Modeling of Complex Adaptive Systems (4 EC) SPM9155 Advanced System Dynamics (4 EC) SPM9235 Game Design Project (4 EC) SPM9325 Simulation Master Class (4 EC)

×