1,720,997 research outputs found

    The Trust Game: The influence of Trust on Collaboration in the light of Technological Innovations

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    Adopting innovations is key for organizations to compete in a complex system, such as the transportation system. In a complex system where social (e.g. organizations) and technical (e.g. information systems) interact with each other, collaboration can be challenging. One of the barriers identified that hampers collaboration is trust. To understand the influence of trust on collaboration, enabled by technological innovations, simulation games in our perspective are a suitable method for our study. First, we introduce the results of a literature study that was carried out to identify related work regarding trust and simulation games. Subsequently, a case from the transport sector is defined to serve as a basis for the trust game. To conclude, we illustrate our simulation gaming approach and discuss the first initial results of a playtest session with the Trust Game.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Policy Analysi

    Knowledge Management of Games for Decision Making

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    Games for decision making have developed into a powerful tool for corporations. Irrespective of their size, corporations have been increasingly using these games in order to evaluate and ascertain impact-ful business decisions and strategies. Despite their proven added value to the decision making process, there is still lack of research on whether, and if so how, these games can be used by researchers and practitioners to build evidents on systems' behavior, as part of a larger scheme. To this effect, this paper proposes a framework to determine the different artifacts of games that should be logged and stored for future use.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Organisation & GovernancePolicy Analysi

    Challenges in the Transition Towards a Sustainable City: The Case of GO2Zero

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    Cities face a challenging task in reducing CO2 emissions. Multiple technical solutions on district level as well as household level are available; multiple stakeholders with different values and possibilities to intervene are involved; and their actions highly influence the performance. To get a better understanding of these complexities and to contribute to a community-based transition process towards a CO2 city, a simulation game was developed. This game, GO2Zero, represents an abstract district that is challenged to reduce the CO2 emission to zero. Multiple stakeholders take actions, observe the challenges, and deal with these challenges with the final objective a sustainable district. This paper illustrates the first sessions with this game and show that different strategies of stakeholders lead to different challenges, ways to solve these, and a variety of outcomes.Organisation & GovernanceUrban Development Managemen

    “Risk Management Can Actually Be Fun”: Using the Serious Cards for Biosafety Game to Stimulate Proper Discussions About Biosafety

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    As part of a Dutch Science Foundation project called T-TRIPP, the authors developed the serious game Cards for Biosafety. The aim of Cards for Biosafety is to let young biotechnology researchers learn more about biosafety. Analyses of workshops with researchers from the biotechnology domain as well as results of interviews with several biosafety officers clearly indicated the need for such a serious game with a focus on educational learning. Cards for Biosafety is a physical (also playable online on Tabletopia) round-based card game and playable with up to eight players. The game itself consists of scenario, risk and measure cards, and the task of the players is to choose risk and measure cards that fit the scenario explained by the facilitator at the beginning of each round. To test the efficiency of Cards for Biosafety as a learning tool, the authors conducted two online-workshops with twelve participants. The results of these sessions have not only shown that Cards for Biosafety is a well-designed game, but also a successful game to achieve the intended learning goal. In addition, the authors recognized that ‘fun’ is an important element in the game which leads to ‘learning’ in a very effective way. Future research should focus on the role of such positive states in serious games and their influence on learning outcomes.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Policy AnalysisGame La

    Frame Game as Teaching Methodology in Higher Education: The Case of RElastiCity

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    The objective of the study is to illustrate the use of the frame game, RElastiCity as a framework to learn about the resilience of urban areas and the shocks and stresses in those areas. The question is if use of the frame game as a basis for game co-design is a useful approach to explore complex systems and its dynamics. This study covers the exploratory application of the approach in two university courses in the Netherlands. The results show divergent student experiences between the two courses. The main difference between the courses was the scope of the co-design assignment and the amount of time students had to complete the design process. It was found that using frame games as a framework for understanding complex systems is useful if students have sufficient time to investigate the topic, develop the game and playtest the game.Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Organisation & GovernanceDesign Conceptualization and Communicatio

    Facilitated Tabletop Games in a Mediated Environment

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    Tabletop games that require the aid of a human facilitator are typically designed for a physical environment. However, during the COVID-19 pandemic, lockdown measures prevented people from gathering. Therefore, tabletop games were sometimes played and facilitated in a mediated environment using online communication tools instead. But this setting possibly deteriorates the players’ game experience. To understand the effect of playing facilitated tabletop games in a mediated environment we measured the player experience of the game Cue Kitchen in a mixed-method study comparing physical and mediated game sessions. Forty-four players played eleven game sessions, three in a physical environment and eight in a mediated environment. Of all seven dimensions of game experience measured, only one differed significantly between the two experimental conditions: players in a mediated environment became significantly more tired than players in a physical environment. The qualitative results explained why: players in a physical setting can wander off, while players in an online setting have to stay focused on their screen and, therefore, grow more tired. The research results suggest that facilitated tabletop games may be played in a mediated environment instead of a physical environment, without significant loss of player experience.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Policy AnalysisOrganisation & Governanc

    About Dinosaurs in Laboratories - Evaluation of the Serious Game Cards for Biosafety

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    Cards for Biosafety is a serious game, which was developed as part of a national research project. The aim of this game is to let young biotechnology researchers learn about risks and mitigation measures in different biotechnology environments. To evaluate the game and its learning objective, an online questionnaire was developed and distributed to national and international biosafety experts who had received a print version of the game. In total, 17 participants completed the questionnaire. The results show that Cards for Biosafety supports learning on different cognitive levels of the revised version of Bloom’s taxonomy. Especially the influence of fun and humor on the game play and the learning process was emphasized by the respondents. In addition, the creativity of the participants plays a major role in learning. Future research is needed to draw valid conclusions about the effectiveness of learning after playing Cards for Biosafety in comparison to traditional tools.Policy AnalysisOrganisation & Governanc

    Stop Work: Serious Games as Intervention Method to Enhance Safety Behavior

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    Organizations will go through great lengths to prevent accidents from occurring. This is shown in the implementation of safety management systems in which all procedures are captured describing how work can be done safely. Stopping the work is seen as one of the last barriers in risk management. Our theoretical analyses and conducted interviews have shown that no interactive, innovative and analogue tools exist that effectively enable the use of the Stop Work Policy in a safe space. Serious games and the associated provision of a safe environment make it possible to let personnel speak up about perceived unsafe situations, as there are no consequences to fear. The present paper describes and discusses the development of the two serious games Dare to Repair and Danger Dialogue that aim to support the implementation of the Stop Work Policy effectively and thus enhancing the dialogue on working safely.Policy Analysi

    Evaluation of a Pilot Game to Change Civil Servants’ Willingness Towards Open Data Policy Making

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    The adoption of open data policy-making by governments is limited due to different types of constraints. Civil servants are reluctant to open their data to the public for many reasons. The lack of knowledge of benefits that can be produced by the release of data and the overestimation of risks and operational complexity seems to decrease their willingness to support the opening of data. The idea that a serious game intervention can change awareness of participants in different domains is already known. Yet, games are domain dependent and concepts differ per domain. A game has never been used for the emerging domain of open data in which civil servants are operating in a bureaucratic environment having a risk-averse culture and strict institutional rules. A role-playing game prototype was designed for civil servants to experience open data policy-making. This paper analyses its first results aiming at changes of perception for the participants of the game and aims to understand the changes in behavior of civil servants that played it. For some participants, the game influenced their attitude, whereas others were not influenced. Suggesting that different approaches might be necessary for changing the attitude of different groups.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Information and Communication Technolog

    The Tacit Knowledge in Games: From Validation to Debriefing

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    Game sessions consist of three phases: briefing, gameplay, and debriefing, with the latter being considered the most important feature of games. Nevertheless, given that games are considered by many to be more of an artistic form rather than a scientific artifact, a question that rises is: Can game sessions in general and debriefing in particular be analyzed and performed in a rigorous scientific way? In other words, can they be consistently structured, given the different characteristics of games, and can clear criteria on what would constitute a successful game session and debriefing be defined? The answer to these questions is yes. Yet, it remains a challenge to extract the knowledge of experts, which resides to a large extent in the tacit knowledge spectrum. Hence, the aim of this paper is to shed some light in this tacit knowledge possessed by experts and to gain understanding on why certain practices are more prone to success than others as well as bring into the surface other practices that have remained well hidden. In order to accomplish this goal, three rounds of interviews were conducted.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Policy Analysi
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