2003
DOI: 10.1177/1046878103258205
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Gaming and Simulation: Principles of a Science of Design

Abstract: The science of design deals with synthesis. It is both the world of engineering and the world of social construction of reality,as for example in education, policy making,or ganization, and management. Science is concerned with analysis and decomposition. Engineering and technology pay attention to natural objects: objects that refer to matter. Their claims about material artifacts are universal and therefore context independent. Constructionism deals with objects that are established by our practices. Both br… Show more

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Cited by 64 publications
(41 citation statements)
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“…However, the peculiarities of innovating in complex sociotechnical systems prohibit the researcher from taking this simplistic approach, which is why research games specifically used for innovation purposes, as addressed in this article are needed. Klabbers (2003) stated that designing effective gaming simulations is an interplay between designing the game itself, i.e. design in the small (DIS), and the intended effects of the game on the design of the referent system, i.e.…”
Section: Gaming Simulation For Researchmentioning
confidence: 99%
“…However, the peculiarities of innovating in complex sociotechnical systems prohibit the researcher from taking this simplistic approach, which is why research games specifically used for innovation purposes, as addressed in this article are needed. Klabbers (2003) stated that designing effective gaming simulations is an interplay between designing the game itself, i.e. design in the small (DIS), and the intended effects of the game on the design of the referent system, i.e.…”
Section: Gaming Simulation For Researchmentioning
confidence: 99%
“…This evaluation addresses the effectiveness of both the game design and the learning. Tying into the design-based research approach discussed earlier, specific assessment frameworks for games and simulations have been developed [36]. Specifically for serious games, a step-based approach that integrates usability and playability into the process is described by Olsen et al [33].…”
Section: Development and Evaluationmentioning
confidence: 99%
“…However, a game and its underlying design cannot be studied in isolation; the context in which it is employed and played has an influence on the results obtained [35]. Consequently, many researchers argue for adopting an approach that integrates design and research to design and analyze serious games: designbased research [36]. At the same time, the from the field of education, similar calls for applying design-based research approaches for studying educational interventions are being proposed [37,38].…”
mentioning
confidence: 99%
“…This approach of "design-in-the-large" is the foundation of all forms of consulting work, training and education in the attempt to foster new ways of thinking and acting and to develop organizations (Klabbers, 2003). Gaming Simulation design as a "design-in-the-small" approach enhances a shift of existing organizational cultures and structures and in this way contributes to the "design-in the-large" process of social systems.…”
Section: Figure 1: Logic Model Of Simgamementioning
confidence: 99%
“…Here it is necessary to focus on local knowledge and individual, unique circumstances in order to find customized solutions to practical problems. The science of design has two branches (Klabbers, 2003): Design-in-the-small, which uses simulation games as artifacts to model processes of reality, and design-in-the-large, which uses the effects of simulation games to change existing dysfunctional situations, patterns of behavior or systems structures into preferential ones. Therefore, it is essential that the artifact assessment takes the evaluation of a simulation game as a product into account, as well as its impact on the process of change.…”
mentioning
confidence: 99%