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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


  1. Gaming simulation Dr. ir. Sebastiaan Meijer Associate professor, Faculty of TPM, TU Delft

  2. Overview  Four uses of gaming  Each with an example  The hype-word: Gamification

  3. Intervention Empirical test environment • Group learning • Designs • Policy intervention • Hypotheses • Five – C’s (Duke and Geurts) • Behavioural lab Gaming simulation Teaching Design • Complexity • Interactive environments • Experiential learning • Visualization • Dangerous tasks • Platform function

  4. Example: Intervention Intervention • Group learning • Policy intervention • Five – C’s (Duke and Geurts) Gaming simulation

  5. Example: Intervention  Police Force working on Intelligence- Based Policing  Question: How to turn a reactive organisation 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

  6. Example: Teaching Gaming simulation Teaching • Complexity • Experiential learning • Dangerous tasks

  7. Example: Empirical test environment Empirical test environment • Designs • Hypotheses • Behavioural lab Gaming simulation

  8. Example: Design  Framework for designing innovations Gaming simulation Design • Interactive environments • Visualization • Platform function

  9. Example: Design PSI Framework (Subrahmanian, Reich and Meijer)  Product space: Technical parts, new product, other method  Social space: How people use it, knowledge, social norms, community  Institutional space: Rules that organisations have, laws, procurement structures, etc.

  10. Clarifying “ Spaces ”  The spaces are not the physical spaces in which design takes place but… I S P

  11. 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 S P

  12. Example: ProRail  ProRail is the Dutch railway infrastructure manager  Gaming simulation to reduce uncertainty in decision making on operational 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

  13. 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.

  14. 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 on KPI ’ s

  15. Thanks for your attention! Please post any questions on our discussion forum

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