Gaming simulation Dr. ir. Sebastiaan Meijer Associate professor, - - PowerPoint PPT Presentation

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Gaming simulation Dr. ir. Sebastiaan Meijer Associate professor, - - PowerPoint PPT Presentation

Gaming simulation Dr. ir. Sebastiaan Meijer Associate professor, Faculty of TPM, TU Delft Overview Four uses of gaming Each with an example The hype-word: Gamification Intervention Empirical test environment Group


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  • Dr. ir. Sebastiaan Meijer

Associate professor, Faculty of TPM, TU Delft

Gaming simulation

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Overview

  • Four uses of gaming
  • Each with an example
  • The hype-word:

Gamification

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Intervention

  • Group learning
  • Policy intervention
  • Five – C’s (Duke and Geurts)

Empirical test environment

  • Designs
  • Hypotheses
  • Behavioural lab

Teaching

  • Complexity
  • Experiential learning
  • Dangerous tasks

Design

  • Interactive environments
  • Visualization
  • Platform function

Gaming simulation

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Example: Intervention

Intervention

  • Group learning
  • Policy intervention
  • Five – C’s (Duke and Geurts)

Gaming simulation

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Example: Intervention

  • Police Force working on Intelligence-

Based Policing

  • Question: How to turn a reactive
  • rganisation into a pro-active?
  • Process with many hurdles. Got halted

in 2011

  • Game with all vice commanders of

police of The Netherlands

  • Play the future organisation
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Example: Teaching

Teaching

  • Complexity
  • Experiential learning
  • Dangerous tasks

Gaming simulation

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SLIDE 7

Example: Empirical test environment

Empirical test environment

  • Designs
  • Hypotheses
  • Behavioural lab

Gaming simulation

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Example: Design

  • Framework for designing innovations

Design

  • Interactive environments
  • Visualization
  • Platform function

Gaming simulation

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Example: Design

PSI Framework (Subrahmanian, Reich and Meijer)

  • Product space:

Technical parts, new product,

  • ther method
  • Social space:

How people use it, knowledge, social norms, community

  • Institutional space:

Rules that organisations have, laws, procurement structures, etc.

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Clarifying “Spaces”

  • The spaces are not the physical spaces in which design takes place but…

I P S

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Clarifying “Spaces”

  • The spaces are not the physical spaces in which design takes place but…
  • Different design contexts could be characterized in each of the 3 spaces
  • Depending on the context, each space may have N dimensions

I P S

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Example: ProRail

  • ProRail is the Dutch railway

infrastructure manager

  • Gaming simulation to reduce

uncertainty in decision making on

  • perational future
  • Challenge:
  • 100% extra trains 2020
  • 50% in 2012 regional
  • First: major corridors
  • “Untimetabled traffic”
  • Like a metro system
  • All within 10% of the budget required in

the ‘old’ way

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What was tested and found out?

  • A change in the P space (more

trains) led to…

  • ….necessary changes in the S space

(#perspectives to include in solving a disruption), which then turned to ask for…

  • …changes in the I space (Access to

knowledge and public / private balance of the good)

  • Gaming is a way to go back and

forth between changes.

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The hype-word: Gamification

  • Trying to influence positive

behaviour by making real societal systems a game

  • No simulation, but same game

elements

  • Examples:
  • Photographing license plates of

cars that do NOT speed

  • Lottery amongst the ‘well-

behaved’

  • Competitions within companies
  • n KPI’s
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SLIDE 15

Thanks for your attention!

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