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Serious Gaming: Introduction

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    Serious Gaming: Introduction Serious Gaming: Introduction Presentation Transcript

    • 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 Challenge the future 1
    • ACKNOWLEDGEMENTS Satiesh Bajnath, Geertje Bekebrede, Pieter Bots, Ellen van Bueren, Arne Bezuijen, Els van Daalen, Daan Groen, Casper Harteveld, Jop van den Hoogen, Martijn Kuit, Julia Lo, Sebastiaan Meijer, Melvin Mukrab, Bas van Nuland, Gert Jan Stolk, Theo van Ruijven, Harald Warmelink, Ivo Wenzler, Linda van Veen, Alexander Verbraeck, Qiqi Zhou, et al. COPYRIGHT • © TPM, TU-Delft, Igor Mayer. • No parts of this presentation may be reproduced, copied or disseminated without written permission by the author. Students and professionals game design courses Participants game sessions Clients and financers of games. Journal Simulation & Gaming, Isaga, Saganet, GaLA Next Generation Infrastructures (NGI), NWO ProRail, Tygron, Esemble, Deltares Challenge the future 2
    • Challenge the future 3
    • Faculty Technology, Policy & Management, Delft University of Technology, Delft, the Netherlands Challenge the future 4
    • Modeling, Simulation & Gaming facilities Challenge the future 5
    • 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 (TUDelft ) ProRail games (2010 – 14) National Intelligence – (Politieac. 2009) Hugo de Groot (NHM 2008) Aristoteles, (GHOR, Bere nschot, ) 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 Challengegame future the 6
    • Mission & Vision Since 2004, an interdisciplinary center of expertise and experience for academic research and professional applications of simulationgaming, 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 Challenge the future 7
    • Profile Serious Gaming Niche Activities SG Design Infrastructures: Seaports, Rail, Energy, Roads & Tunnels, Water & Levees, Spatial planning, ICT,… SG Theory building Serious Gaming Serious Gaming Multi-actor systems: Social-technical systems, Complex adaptive systems, Multi-actor policy making… SG Production MSG: Advanced Modeling,Simulation & (Serious) Gaming SG Education & training SG Research SG Intervention Challenge the future 8
    • 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… Challenge the future 9
    • SG Research Landscape [1] Netherlands / International organizations & institutions Challenge the future 10
    • SG Research Landscape [2]: Delft Niche Faculty of Technology Policy and Management (TPM) EEMCS (EWI) Multi-actor systems Intelligent systems Infrastructures (NGI) Computer graphics Industrial Design Engineering (IO) Design for interaction Architecture (BK) Valorization center / DCE Serious Game industry Consultancy & engineering firms Knowledge institutes Urbanism Start Ups Deltares Accenture E-semble Hyperbody Yes Delft TNO Berenschot Tygron Ver. Deltametropool Twijnstra Gudde Etc. Delft Research Initiatives: energy, water, health, i nfrastructures Challenge the future 11
    • 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 Challenge the future 12
    • 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. Challenge the future 13
    • Energy (Main) ports Markets, regulati on and (strategic) behavior Long term planning, strategic management and design Infrastructures Resilient infra, crisis and emergency management Water management Capacity management and logistics Rail Challenge the future 14
    • Serious Board games (student prototypes) Challenge the future 15
    • BIOMAdneSS (CE Delft, BeInvolved, 2009) TwijnstraGudde 2008 Serious Board games (end products) Huisje, Boompje Vliegtuigje (Ministry Transport and Water, 2010) StarPlayer (Board of TU-Delft, 2011) Challenge the future 16
    • OM Interfaces 2005/06 Simport Maasvlakte 2 2004-now Policy games Marine Spatial Challenge 2011 Veerkracht 2012 Challenge the future 17
    • Court Management Game OM Interfaces Policy Game Dashboards Aristoteles ProRail Challenge the future 18
    • Levee Patroller (Deltares, 2006-now) Hazard Recognition (Shell, 2009-now) 3D-training games Charlie Pappa (2012 - now) Challenge the future 19
    • 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: Outcomes Link Questionnaires, observations, logging, video Learning efficacy, assessment, papers and graduation reports demo Challenge the future 20
    • TeamUp – Virtual Team Research and Training TU-Delft, 2009- now Problem context: Training and research into - E-teams - E-leadership Multi-player virtual gamebased research and learning environment. Design format: 4 Levels Resources Puzzle Evaluation methods: Outcomes Demo Questionnaires, observations, logging, video Significant time differences Situational awareness Reasoning Age and navigation skills! Conflicts and frustration TeamUp movie Challenge the future 21
    • 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 computersupported policy game. Evaluation methods: Outcomes Pre-, in game and post questionnaires, observations, logging, video. 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 Challenge the future 22
    • 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. Challenge the future 23
    • Veerkracht (Resilience) Rijkswaterstaat, TU-Delft 2012 - now Problem context: Training and research into - E-teams - E-leadership Multi-player virtual gamebased research and learning environment. Design format: 4 Levels Resources Puzzle Evaluation methods: Outcomes Questionnaires, observations, logging, video Significant time differences Situational awareness Reasoning Age and navigation skills! Conflicts and frustration Challenge the future 24
    • 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. Challenge the future 25
    • Research framework 1. Domain application: infrastructures 1.1 Water, Rail, Ports, Energy, Tunnels, etc... Framing Research question 1 Sub question 4 Sub question 5 m Fra 2.1 Complex adaptive systems, resilience, integrated planning, self-organization, sense-making, etc... 2. Theory: Complex, multi actor systems and policy making. ing sub question 6 CaseExperiments, e.g. Levee Patroller, SimPort, Water Game, Research question 3 Research question 2 Fra m ing 3.1 Design and evaluation of (Serious) Gaming-Simulation 3. Method: Modeling, simulation & gaming (MSG) Challenge the future 26
    • Analytics and metrics Game experience Personality profile Team Role profile Game play profile Team performance: time Team performance: quality Challenge the future 27
    • Research tool Challenge the future 28
    • 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) Challenge the future 29