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H.K. Lukosch

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Journal article (2024) - Maria Freese, Heide Lukosch
Background: In a world of ever-increasing complexity, organizations and people have an ever-increasing need for support systems that help them understand and shape the world around them. While simulation game design derived from the very idea to propose an instrument able to address complexity, seminal approaches dealt with a different level of complexity. In a networked, digitalized world, complexity has increased, and traditional approaches towards designing games show certain shortcomings that have to be overcome. Aim: This article proposes a new process of game design for complex problems and complex systems that can both be used by game designers as well as the scientific community in the field. This process is represented within a framework, based on two parts. The so-called ‘Funnel of Game Design’ based on the IDEAS approach represents the process of problem derivation, while the ‘House of Game Design’ also covers possible steps towards the final game product and process, including de-briefing and evaluation. Method: Based on hands-on experiences and related work, we developed several steps of a game design process (IDEAS approach). In face-to-face interviews, we discussed the first version of the framework with experts in the field of simulation game studies. Results: This process led to the framework presented in this article, which shows the steps of problem derivation as well as challenges that can occur, and proposes adaptive methods to overcome these challenges. The framework includes elements that support the definition of complex problems, and their translation into game designs. Recommendation: We recommend practitioners and scientists to apply the new framework presented here in their efforts to define the underlying problem that should be addressed by an envisioned simulation game, and in translating this into a valid, engaging and meaningful game experience. ...
Journal article (2021) - Sebastian Schwägele, Birgit Zürn, Heide K. Lukosch, Maria Freese
Background.: Simulation gaming sessions can be understood as a sequence of briefing, game play, and debriefing - with feedback loops and iterative steps in between. Often, these sessions are supported by a facilitator, who organizes the session, sets learning goals, and guides the players through briefing, game play and debriefing (Taylor, Backlund & Niklasson, 2012), which we call facilitation. Debriefing is a vital part of the facilitation process, as according to Crookall (2010) and Kriz (2010), it facilitates learning. Contrary to many traditional models that locate the debriefing phase at the very end of a simulation gaming session, we conceptualize debriefing as reflection moments during the whole session, in which participants have the opportunity to reflect on their game play, experiences, and learnings. Facilitation is the process of enabling participants to address challenging situations of the game play, and make connections between the game play and the real environment the game refers to throughout the simulation gaming session. Method & Results.: We analysed existing debriefing literature within the Simulation & Gaming journal. This review revealed that many existing approaches do not sufficiently consider changing needs of participants during a simulation gaming session to allow for a direct reflection on what is happening. Instead, a large number of debriefing approaches focus on a post-action reflection only. Moreover, the approaches analysed in our article often are abstract and only provide scarce practical recommendations. In addition to the literature review, we draw conclusions from observations of our own work in and with simulation gaming sessions. Based on the related and our own work, we propose a new model for simulation game facilitation, which better connects moments of reflection with the game play - the Impulse-Debriefing-Spiral. Conclusions.: We provide a holistic understanding of debriefing that helps facilitators when implementing simulation games for learning purposes. Our model, called the Impulse-Debriefing-Spiral, conceptualizes the role of facilitation between briefing and debriefing throughout the whole process of a simulation gaming session - starting with its planning to reacting on emerging needs of the participants in between, up to closing the session as last step before transferring new knowledge and competencies into a new context (learning transfer). ...
Social interaction is part of the fabric of society and is essential to challenge many types of social barriers. Location-based games (LBGs) provide a means to foster such interaction in local communities. The design of such games is currently based primarily on designer experience and on the literature on game design in general, and not on an understanding of user requirements. This article explores the preferences and desires of adolescents in neighborhoods of Rotterdam South to socially interact with others and engage with their own neighborhood via LBGs. Adolescents are informants in the exploration of gaming activities for social interaction, which, when subjected to expert review with the mechanics-dynamics-aesthetics framework, produce gameplay requirements for the desired purpose: social interaction in public space. Such requirements provide researchers and game designers insights on the game dynamics best suited to foster location-based social interaction. ...
Journal article (2020) - M. A. van Haaften, I. Lefter, H. Lukosch, O. van Kooten, F. Brazier
Background. Revealing tacit knowledge often is seen as very valuable for organizations, although it is usually challenging to enunciate and share this type of knowledge. Methods. This study uses a participatory design and the application of a board gaming simulation as instruments to extract tacit knowledge. To illustrate this application, the gaming simulation is played with entrepreneurs from horticulture. Horticulture represents a complex social system where tacit knowledge plays a major role in the trade process. A participatory design process is used to explore whether the design and play of gaming simulations enable participants to explicate their tacit knowledge. Participants’ participation in designing the gaming simulation explicated that reconstructing reality was a prerequisite for their commitment. Results. The results from playing simulation sessions show that participants were able to: (1) narrow down the anecdotic behaviour to a few factors; (2) to structure these factors; (3) explore how these factors relate to trade barriers and (4) to explain which tactics are applied to foster trade. Conclusion. The educational value of this study is that it helped entrepreneurs in understanding complex real-life situations. ...

A Transdisciplinary Role-Playing Game Development

Journal article (2019) - Datu Buyung Agusdinata, Heide Lukosch
Background. Designing interventions for conserving the food, energy, and water nexus at household level poses a significant challenge due to the complex interplay between human behaviors, technologies, and policies. Games show potential to increase awareness for environmental issues and influence behaviors towards more sustainable practices. Aim. By bringing together scientists and practitioners in the game design process, a transdisciplinary (TD) approach is seen as a promising way to integrate available knowledge and establish ownership of the problem and solution options. Few gaming literature, however, looked at combining the two approaches in addressing resource conservation issues. Method. We present a systematic account of the TD approach process of developing a role-playing game (RPG) - called HomeRUN (Role-play for Understanding Nexus). Results. We documented our experiences in terms of challenges as well as the benefits of the TD approach. Interacting disciplines in this process include psychology, economics, engineering, climate, sociology, and computer science. Inputs from each discipline combined with feedback from social actors that include city government, utility companies, and community members facilitated continuous improvements of the RPG design. ...
Conference paper (2019) - Heide Lukosch, Stephan Lukosch, Simon Hoermann, Robert W. Lindeman
Fidelity of games as a concept describes the level of representation of, or accordance with reality. The level of fidelity has influence on the interaction between player and game. Our study discusses the outcomes of a literature study and three cases with the goal to propose a comprehensive framework of game fidelity. This framework could help game designers and researchers to adopt the ‘right’ or sufficient level of fidelity to achieve the intended objectives related to applied games. Our results show that functional and psychological fidelity have a higher impact on the experience and effects of applied games than their physical fidelity. Social and ethical fidelity are proposed as new dimensions of game fidelity that still have to be explored. In literature, both low and high levels of fidelity are described as effective in applied games, while a medium level seems not to be beneficial for the player. ...
Peer reviewing is an approach often used in digital (higher) education as it represents a possibility to provide feedback to large student groups. However, especially in digital learning contexts, students feel being disconnected from the anonymous group of learners, leading to low-quality feedback. When feedback is open, and counterparts are known, this knowledge can lead to biases when commenting on each other’s work. We developed a game-based learning environment called ‘The Great Library’ that we used to analyse the effect of avatars as game element to limit the effects of both fully anonymous and fully open feedback. Students and teachers using the new game-based learning environment were asked to provide feedback on their experiences with the learning environment and the use of avatars. The responses were compared to the same course provided without game elements. The qualitative data analysis reveals that the introduction of avatars still lacks acceptance on the side of the students, yet that they feel a sense of community in the GBL. Open and direct feedback is still used and appreciated by the students. The anonymity of the peer reviews resulting from the use of the avatars represents a challenge for the student-teacher interaction. The environment and set-up of the course in a whole still needs some adjustment in order to fully support the learning process of the students. ...
Journal article (2019) - Heide Lukosch, Tina Comes
Purpose: The purpose of this paper is to present a methodology for research through game design and discuss how simulation games can be used to bridge the gap between operational exercises and simulation or analytical modelling and to provide guidelines on how simulation games can be designed for different research purposes in the context of humanitarian logistics. Design/methodology/approach: This paper combines a literature review on gaming as a research method with an analysis of requirements for humanitarian logistics research methods. Starting from this theoretical framework, the authors develop a design thinking approach that highlights how games can be used for different research purposes. To illustrate the approach, the authors develop two different game set-ups that are of increasing fidelity and complexity. Finally, the authors discuss the results of the evaluation of both approaches, reflect on the design choices and provide recommendations for research and practice. Findings: Gaming is a suitable research method to explore and analyse behaviour and decisions in emergent settings that require team work and collaborative problem solving. Especially when safety and security concerns may hinder access and experimentation on site, gaming can offer a realistic and engaging quasi-experimental environment. The aspects of engagement and realism also make gaming a suitable tool to combine training and research. Originality/value: Although the use of games has attracted some attention in commercial supply chain management and crisis response, there is no systematic overview of gaming as a research method in humanitarian logistics. This paper is set to make a headway in addressing this gap by proposing a concrete approach to design games for humanitarian logistics research. ...
Book chapter (2019) - S. Kurapati, Geertje Bekebrede, Heide Lukosch, Ioanna Kourounioti, Maria Freese, Alexander Verbraeck
In this study, we explore the similarities and differences in learning effects produced by playing a digital and an analogue version of the disruption management game for container terminal operations. We organized the analogue game sessions with students in the United States and digital game sessions with students from Greece. We analysed a postgame survey that captured the learning experiences of the participants to compare the differences and similarities of the learning effects of either game. Based on the results, we conclude that the type of game has limited effect on the learning experience, while incorporation or exclusion of learning principles does have. ...
The complexity of the worldwide transportation of goods leads to a high demand of innovation in the field. Yet, there are certain barriers against innovation in this highly competitive market. One of these barriers is the lack of trust, both with regard to a new technology as well as in relation to other parties. A second important hurdle that has to be overcome is the lack of situational awareness, or understanding of the actors within the transportation system about the interdependencies within the transportation system. In our work, we propose gaming as a method to increase the situational awareness of actors, as well as to explain the role of trust in innovation processes in the domain. Main aspects of the field and its challenges are already translated into game elements. ...
Synchromodality is described as a network of well-synchronised and interconnected transportation modes. One of the most important advantages of synchromodality is the development of a sustainable transportation system. Given the numerous stakeholders and network interdependencies within freight transport corridors, achieving efficient coordination and management is complex. In this paper, we regard information exchange as one of the main enablers of collaboration between the infrastructure managers. We developed a digital single-player simulation game called “Modal Manager” comprising logistic service providers and infrastructure managers. Each player takes over the role of an infrastructure manager who must use information provision as a tool to control flows in a network where various planned and unplanned disruptions occur. We include the game in a session where participants are able to interact with the game and with each other. The first gameplay session with Dutch experts revealed that infrastructure managers perceive synchromodality as a way to cope with disruptions more efficiently. On the other hand, the concept of synchromodal corridor management is ambiguous and various legal and governance barriers exist that hinder its implementation. ...
Global transportation knows many different modalities – goods arrive from far away places by ship, plane, railway, or truck. Airports and seaports both represent important nodes within the global transportation network. Both show distinct characteristics, but also similarities when it comes to challenges like required flexibility, robustness, reliability and situational awareness of the stakeholders involved. In this article, we introduce two different simulation games addressing some of these challenges in two complex transportation nodes and discuss the qualitative results of user tests with the games. Within a comparative section, we show how simulation games can be used to address the challenges of multimodal transportation. ...
In this paper we discuss the application of simulation gaming to study the behavior and decision making of stakeholders when confronted with complex transportation problems. The problem we tackle is synchromodal transportation. Synchromodality requires the vertical and horizontal collaboration of stakeholders in all the levels of decision making. To facilitate this, we develop four games designed in a way that meets the needs of decision makers in each level. We present both board and digital games and the results from the first gaming sessions with Dutch supply chain and logistics professionals. ...
Conference paper (2018) - Shalini Kurapati, Maria Freese, Ioanna Kourounioti, Heide Lukosch, Geertje Bekebrede, Thijs Smit, Jaco van Meijeren, Bas van Nuland, Linda van Veen
Transportation systems are complex yet vital infrastructures. Different stakeholders have to work together to guarantee the most efficient traffic of humans and goods. Challenges that stakeholders face in such infrastructure systems, like divergent interests and attitudes, make it hard to predict behaviour. To understand the complex systems including the behaviour of the stakeholders, it is relevant to model decision-making processes. For this reason, simulation games were developed. The present article focuses on two different case studies. Both are studies in which board games were used. After explaining each case study, a comparative section follows to give an overview about advantages and disadvantages of the use of board games in the transportation sector. ...
Book chapter (2018) - Stephan Lukosch, Heide Lukosch
Sicherheitskräfte im Teamverband müssen Informationen schnell und adäquat austauschen können, um über ein gutes Situationsbewusstsein zu verfügen. Dies wird als wichtige Voraussetzung für gute und effektive Zusammenarbeit angesehen, die in bestimmten Situationen über die Fortsetzung eines Einsatzes und selbst über Leben und Tod entscheiden kann. Es ist daher wichtig, neue Methoden zur Entwicklung von Situationsbewusstsein zu entwickeln und deren Effektivität zu untersuchen. Dieses Kapitel beschreibt zunächst, was Situationsbewusstsein ist und wie es gemessen werden kann. Anschließend werden „Simulation Games“ beschrieben, um sichere Trainings- und Testumgebungen für die Validierung neuer Methoden bereitzustellen. Danach wird der Einsatz von „Virtual Reality“ (VR) und „Augmented Reality“ (AR) in Kombination mit Simulation Games zur Entwicklung und Evaluation von Situationsbewusstsein anhand von zwei Studien illustriert. Die Erkenntnisse der Studien zeigen Richtungen für die Entwicklung von zukünftigen Trainingsumgebungen für Einsatzkräfte mit Sicherheitsaufgaben auf. ...
Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games. Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and approaches, in order to establish games as a valid research tool. Our focus lies on the approach towards the use of games as design instrument; using them as an intervention in a larger, complex context, in order to design this context. With our contribution, we aim at providing insights and recommendations on the design and use of games as valid research tools, the limitations of this use, possible pitfalls, but also best practices. Method. We carried out a literature review of related work to identify the most important scientific concepts related to our approach of game design. Further use of combined quantitative and qualitative case study analyses highlights the design process and results of our own game studies. Results. The analyses yielded a consolidated conceptualization of simulation games as research instruments in complex systems analysis and design. The results also include methods for the evaluation of simulation games, additional evaluation methods, and limitations to use simulation games as research instruments. Conclusions. We propose guidelines for using simulation games as research instruments that may be of value to practitioners and scientists alike. Recommendation. We recommend practitioners and scientists to apply the guidelines presented here in their efforts to analyze and design complex systems. ...

Applications for Sustainable Cities and Smart Infrastructures

This book constitutes the refereed post-conference proceedings of the 48th International Simulation and Gaming Association Conference, ISAGA 2018, held in Delft, The Netherlands, in July 2018.
The 19 revised full papers included in the volume were carefully reviewed and selected from 27 submissions. The contributions to this book range from design thinking related to simulation gaming, the analysis of the consequences of design choices in games, to games for decision making, examples of games for business, climate change, maritime spatial planning, sustainable city development, supply chain, and much more.
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Conference paper (2017) - S. Kurapati, I. Kourounioti, H. Lukosch, Lóri Tavasszy, A. Verbraeck, L. van Veen, B. van Nuland, Thijs Smit
Rail is a cost-effective and environment friendly freight transport modality when used efficiently. Stakeholders around Dutch ports are discouraged to choose rail due to uncertain train schedules and the dispersed nature of freight flows across terminals in the port. To understand the challenges and opportunities of freight transport using rail, we used a combined approach of modelling and simulation gaming as participative research method. In addition to a simulation game, we developed a metamodel to simulate all possible choices of the players in the game. We designed and executed simulation gaming sessions with professionals and students. Within these sessions, we collected data in the form of surveys and in-game observations on the behaviour of the players. We compared and contrasted the results of the metamodel with those of the gaming sessions. The main contribution of the research is the provision of a deep insight into the challenges and opportunities offered by efficient transportation of containers using rail. The combined approach allows us to assess the effectiveness of various incentives to consolidate freight, promote intermodal transportation and to encourage the development of efficient services for rail freight transport. ...