L.J. Kortmann
Please Note
20 records found
1
A motivator game for forensic vigilance training
Exploring the potential of the card game ROTBEESTEN?! as compared to treatment as usual
Talk that Talk
Design and evaluation of a persuasive card game against sexually transgressive behaviour
Policy Analysis of Multi-Actor Systems
Second edition
Listening Space
An exploratory case study on a persuasive game designed to enrich the experience of classical music concerts
Becoming the Unseen Helmsman
Game facilitator competencies for novice, experienced, and non-game facilitators
Methods. This contribution elaborates on the competency model for game facilitation and draws lessons from it. Thus it aims to empower both novice and experienced game facilitators to become an Unseen Helmsman. Also, it presents learnings for people who are experienced in facilitating groups in general, but who are new to facilitating game sessions.
Conclusions. First, lessons for novice game facilitators include familiarising themselves with the core notions of the competency model: the characteristics of a complex systems game (session), and the attitudes, knowledge, and skills for successful game facilitation. Second, experienced game facilitators may learn from existing competency models for generic (non-game) group facilitation. Third, facilitators of generic (non-game) group sessions are encouraged to study the characteristics of game sessions in addition to the specific competencies contained in the competency model for game facilitators. ...
Methods. This contribution elaborates on the competency model for game facilitation and draws lessons from it. Thus it aims to empower both novice and experienced game facilitators to become an Unseen Helmsman. Also, it presents learnings for people who are experienced in facilitating groups in general, but who are new to facilitating game sessions.
Conclusions. First, lessons for novice game facilitators include familiarising themselves with the core notions of the competency model: the characteristics of a complex systems game (session), and the attitudes, knowledge, and skills for successful game facilitation. Second, experienced game facilitators may learn from existing competency models for generic (non-game) group facilitation. Third, facilitators of generic (non-game) group sessions are encouraged to study the characteristics of game sessions in addition to the specific competencies contained in the competency model for game facilitators.
Game-based learning of multi-cultural team competencies
The effects of playing BAFÁ BAFÁ on attitudes and skills of future engineers
significantly (t(90) = 3.3, p=.001) and their appreciation remained constant (t(90) = 1.3, p=.195). The qualitative responses supported our quantitative results: after playing the BAFÁ BAFÁ game, players were more willing to understand people from other cultures. Moreover, players had become more aware of their own shortcomings in understanding people from other cultures. Finally, the learning effects were likely not caused by a test effect, since the appreciation (value) of working with people from other cultures had not increased after playing the game. We concluded that the BAFÁ BAFÁ game is a powerful instrument to embark upon teaching multi-cultural team skills, and therefore, to train more culturally aware engineers. ...
significantly (t(90) = 3.3, p=.001) and their appreciation remained constant (t(90) = 1.3, p=.195). The qualitative responses supported our quantitative results: after playing the BAFÁ BAFÁ game, players were more willing to understand people from other cultures. Moreover, players had become more aware of their own shortcomings in understanding people from other cultures. Finally, the learning effects were likely not caused by a test effect, since the appreciation (value) of working with people from other cultures had not increased after playing the game. We concluded that the BAFÁ BAFÁ game is a powerful instrument to embark upon teaching multi-cultural team skills, and therefore, to train more culturally aware engineers.
Reinforcing the Attitude-Behavior Relationship in Persuasive Game Design
Four Design Recommendations for Persuasive Games for Societal Interventions
or change players’ attitudes and behavior to help solving complex societal
issues. In earlier work, we explored how persuasive game mechanics may
contribute to the formation of attitudes in persuasive games. As a follow-up, this paper presents four design recommendations that could increase the chance that these attitudes will actually lead to the desired behavior shown by players after the game: viz., these attitudes require the right conditions to become a predictor of the desired, post-game behavior.
In order to arrive at these recommendations we looked at relevant work from the field of social psychology. Next we linked our insights to the context of persuasive game design. This yielded four conceptual design recommendations for maximizing the likelihood for an attitude influenced by a persuasive game to result in the desired behavior in the real world;
1. aligning the degree of specification of a game’s message and the desired behavior
2. emphasizing the function of the attitude to be influenced
3. enabling players to reflect on their internal states
4. emphasizing personal relevance of an attitude to a behavioral choice
So far, these recommendations are still theoretical in nature. We therefore discuss how future work should empirically examine these, including their implications for the effective use of persuasive game mechanics. ...
or change players’ attitudes and behavior to help solving complex societal
issues. In earlier work, we explored how persuasive game mechanics may
contribute to the formation of attitudes in persuasive games. As a follow-up, this paper presents four design recommendations that could increase the chance that these attitudes will actually lead to the desired behavior shown by players after the game: viz., these attitudes require the right conditions to become a predictor of the desired, post-game behavior.
In order to arrive at these recommendations we looked at relevant work from the field of social psychology. Next we linked our insights to the context of persuasive game design. This yielded four conceptual design recommendations for maximizing the likelihood for an attitude influenced by a persuasive game to result in the desired behavior in the real world;
1. aligning the degree of specification of a game’s message and the desired behavior
2. emphasizing the function of the attitude to be influenced
3. enabling players to reflect on their internal states
4. emphasizing personal relevance of an attitude to a behavioral choice
So far, these recommendations are still theoretical in nature. We therefore discuss how future work should empirically examine these, including their implications for the effective use of persuasive game mechanics.
This paper explores the context dependency of four popular persuasive game design principles in order to improve their effective implementation. To prevent the use of badly chosen design principles that can be counterproductive, other authors showed the importance of tailoring persuasive game design principles to various gamer personalities. In this paper we aim to further theoretically explore the context dependency of four popular principles. With the elaboration likelihood model as a framework, we present examples of different scenarios that describe how these four persuasive game design principles can either enhance or reduce the motivation and/or ability of the player to elaborate on the persuasive message of the game. Although we emphasize the theoretical nature of this paper, it may form a starting point for experimental research on persuasive game design principles. Results from this future research will ultimately contribute to the overall effectiveness of persuasive games, whose application is valuable within an active learning context.
Simulation Gaming
Applications for Sustainable Cities and Smart Infrastructures
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.
...
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.
Demystifying the unseen helmsman
Towards a competency model for game facilitators
MAFURIKO
Design of Nzoia Basin location based flood game
Every 2 to 7 years, Kenya experiences a reoccurrence of El-Niño rains leading to loss of life and massive damage to property. The 1997/98 El-Niño floods affected 1.5 million persons and led to an estimated USD 1.2 billion infrastructural damage, USD 236 million agricultural damage and USD 9 million on other losses (property, soil erosion, pollution). Recent rains in October 2015 to January 2016 left 112 Kenyans dead and over 100,000 internally displaced. The Kenyan Government predictions indicate that the number of affected persons will be approximately 1,500,000, before 2018. Despite the numerous exposures to floods, Kenyan communities' resilience to floods risks is weak. Traditional crisis management approaches have not been successful in enhancing citizen capacity in flood prevention and preparedness. In addition, the past flood forecasts have not played a key role, as early warning advisories. To address these complexities, we propose a location-based game so as to create a positive learning environment and increase territory awareness, collaboration and soft skills, which are necessary for flood preparedness. Moreover, through playing the game, we hope that social learning for joint action will be enhanced. The game is known as "MAFURIKO" which is a Swahili word for floods. Through MAFURIKO, the citizens may learn basic flood prevention and preparedness procedures, may begin to see their predicament differently and may also identify opportunities which remain untapped. In this paper, we outline a theoretical framework and preliminary MAFURIKO game design specifications for the Nzoia sub-basin of the Lake Victoria Basin, in Kenya. MAFURIKO is intended to enhance the capacity of Kenyan citizens on flood risk reduction, so that they can work with the Kenyan Government to prevent and prepare for future floods. Future work will entail completion, staging and application of the location based game.
Parsifal a Game Opera
Experiential Learning in Gameful Performance Art
Parsifal the game
A journey into the uncharted territory of theatre and games
Parsifal playingfields
Theatrical Installation Discussing Interactive Storytelling, Gameplay, Performance and Co-Creation