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G. Bekebrede

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This study identifies key factors for integrating the WhereWeMove game into municipal flood risk communication and collaboration strategies. The game started as a research initiative to support the design of adaptation policy by helping risk management organizations to explore how risk perception and resources shape players’ adaptation choices. During the game rounds, players take the role of a homeowner to learn about their choices given the available game resources and adaptation options. After the gameplay, participants discuss the relations between their game and real-life choices to envision strategies to strengthen homeowners’ capacities. By considering that government organizations often hesitate to adopt innovations according to their available resources, we carried out semi-structured interviews with two municipalities and a province representative to explore their adoption intentions and needs. Thereby, we identified which factors to finetune in the game prototype or pursue at the adopting organizations to use the game in the municipal communication and collaboration strategies. On one side, successful adoption depends on integrating the game into a broader communication strategy aligned with the adaptation priorities across government levels. Conversely, adequate municipal resources and expertise, as well as the game’s ease of use, local relevance, and sufficient data privacy, are required to make the gameplay part of municipal efforts. Adoption is initially considered with a dedicated group contributing to the design of government policies to observe policy-related effects and outputs. Players are conceived as a limited group of professionals and representatives of residents or an advisory organization at the municipality or province. ...
Journal article (2025) - Maria Freese, Geertje Bekebrede
Projects are complex systems as they consist of different elements interacting with each other considering a certain degree of uncertainty. Serious games - defined as those that are not primarily intended to entertain - can be used to better understand, analyse, or design projects in such complex socio-technical systems. They are a powerful research method because they provide data and insights into people's behaviour in relation to their environment. They do this in an engaging way in a safe environment, making them suitable for testing hypotheses and gathering data on choices, decisions, and interactions of people. In addition, serious games provide an environment that allows for mixed methods data collection. This article introduces the Game Research by Design - Approach about the development of serious gaming research set-ups, which addresses three cycles - theoretical, design and empirical one - when conducting research using serious games. This article illustrates the choices researchers need to make when developing research design and experiments based on serious gaming. Further research is needed to elaborate the different steps and to fine-tune this approach. ...

A stakeholder river management game

River management projects involve multiple stakeholders with different interests, priorities, and constraints. As these stakeholders could have conflicting perspectives, river management entails complex decision-making processes. While technical expertise is essential, students in higher education should also develop an understanding of the societal impacts of engineering interventions. Integrating such skills into engineering curricula is crucial. One effective method is the use of serious games, which simulate and simplify the realworld complexities (Kriz, 2003). These games provide a safe space for students to explore practical challenges without facing real-world consequences (Freese et al., 2020). Serious games are also proven to enhance the learning outcomes and increase motivation, even in professional contexts (Bekebrede and Champlin, 2022).

We developed Facing Floods, a game designed for students in higher education to simulate the challenges of river management projects. Players take on the roles of stakeholders, each with specific goals, needs, and budgets. Through discussion and negotiation, they must balance individual objectives with the shared responsibility of effective river management. ...
Journal article (2024) - Joline C. Frens, Geertje Bekebrede, Jaco Quist
In order to support transition to a circular economy, visions and strategies need to be developed for which participatory backcasting can be used. This paper reports on the effects of using serious games as a possible supporting (social) engagement and design tool for vision development in participatory backcasting and has been applied to circular business and industry parks. In order to test the effects on (social) engagement, a new framework was developed and used to evaluate engagement by measuring the game experience, perceived influence, and learning, as well as the social connections within these constructs. The effect of the vision design was measured using participant satisfaction and a vision analysis, identifying transformative elements and guiding goals and targets. The results show that a serious game is a suitable tool to support (social) engagement in participatory backcasting. As a design tool, it is suitable for the development of transformative elements, but the used game was not able to create guiding goals and targets. ...

The housing game that supports governments and residents in joining efforts for climate action

Conference paper (2023) - Maria Freese, Geertje Bekebrede
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. ...
Conference paper (2022) - G. Bekebrede, C.J. Champlin
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. ...

Influence on Validity, Play(er) Experience and Learning Outcomes

Conference paper (2020) - Maria Freese, Geertje Bekebrede
The aim of this paper is to analyse whether the design decision in terms of the choice between a digital or an analogue simulation game does have an influence on validity, play(er) experience, and learning outcomes. Therefore, we analysed and compared a digital and analogue version of a simulation game for port management regarding their validity, play(er) experience, and learning outcomes. Our results showed that engagement is one of the key factors for learning, but that simulation games need to be realistic enough to also guarantee specific learning outcomes. Further research is needed to statistically evaluate our findings and the applicability of these results in other games. ...
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. ...

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 (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. ...
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. ...
Journal article (2018) - Geertje Bekebrede, Ellen van Bueren, Ivo Wenzler
The depletion of fossil fuel sources for our energy system and the influence on overall CO2 emissions drive the need to more sustainable energy systems. The transition towards a renewable energy system cannot be seen as a purely technical issue; it is strongly embedded within society. In this study, we analyze the stakeholder complexities of the transition in urban districts and research the use of a simulation game to increase the understanding of the complexity of the transition. Surveys and observations were used to collect data about the learning experiences of playing the game GO2Zero. The results show that participants liked to play the game and they considered the game a valid representation of the system. Further, the participants agree that they obtained a better understanding of the complexity of the residential energy system and experienced a variety of challenges in the transition. Simulation games, like GO2Zero, could become valuable instruments in local energy transition processes as they offer a safe environment for novices and experts to jointly experiment with the challenges in this process. These experiences could support the design of the transition process by helping actors to formulate goals and collaborative strategies for achieving those goals. Future research will focus on the use of this game for experimenting with different strategies and instruments and to analyze their effects ...
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. ...
Book chapter (2018) - Geertje Bekebrede
After a long history of using non-digital games for policy making, in 2000 the use of digital games became almost standard as they could provide more realistic feedback and fit with the new demand from clients. However, after a decade of experiences, we observe that digital games have their disadvantages in terms of development and added value of using realistic simulations. In this article, we show that using a simple board game can be valuable also for testing new policies and has the advantage of a short development time. The example of the game Meter for Meter shows how a board game about the introduction of removing certificates supports the development of this new policy. Based on the outcomes of the game, it was decided to delay the pilots in the cities to think about certain issues emerged in the game sessions. This case shows that it is not necessary to have a digital game to assess policy implementations and that you need to discuss before the game design, if a digital game is really necessary. ...
Journal article (2017) - Shalini Kurapati, Ioanna Kourounioti, Heide Lukosch, Geertje Bekebrede, Lóránt Tavasszy, Alexander Verbraeck, Daan Groen, Jaco Van Meijeren, Layla Lebesque
Synchromodal transport has the potential to offer flexible, reliable, cost-effective and sustainable freight transportation by enabling real-time switching between transport modes. Given the numerous stakeholders and network interdependencies within freight transport corridors, achieving efficient coordination and management is complex. Multiple stakeholders need to make consistent decisions under dynamic and time-pressed operational situations. Such situations request efficient information sharing, role awareness, optimization of services and assets in freight transport corridors. Situation Awareness (SA) has been proven as essential prerequisite for decision-making under dynamic operational situations. In this research, we aim to explore the decision choices and behavior of stakeholders related to synchromodal corridor management at various levels of SA. For this purpose, we developed a simulation game called 'Modal Manager' comprising logistic service providers and infrastructure managers. The participants of the game take over the role of infrastructure managers. They have to cooperate to solve several disruptions and incidents in a flexible way ensuring the time-efficient and reliable transportation of containers while maintaining the optimal utilization of the network. Our research study around the game includes a session consisting of briefing, game play and debriefing with transport professionals in the private and public sector in the Netherlands. The game results are expected to shed light on decision-making, information sharing strategies and interventions made by infrastructure managers for efficient synchromodal corridor management. ...
Conference paper (2017) - Ellen van Bueren, Geertje Bekebrede, Ivo Wenzler
This paper presents the serious multi-player tabletop game GO2Zero and explores how such games may contribute to overcoming barriers to local energy retrofitting. The game lets actors involved in local energy retrofitting, experience the multi-actor decision-making context. In half a day, about twenty participants play a role. Roles defined are: local authority, housing corporation, tenant, homeowner, local sustainable energy supplier, grid operator, local renewable energy supplier, or a contractor offering retrofitting measures and technologies. Within the game, participants are requested to determine their energy goals, and the strategies to be used to achieve them. In four consecutive rounds, each representing several years, participants have to decide which retrofitting investments they will make, if any. They can choose from a number of retrofitting measures, and have to get an understanding of the pros and cons of each. They are confronted with the consequences of their decisions over the years, in terms of individual and collective goal achievement, carbon reduction, security of supply (network instability), land use, and affordability. After playing the game, the participants have more insight in the different opportunities for retrofitting, the effect of different retrofitting strategies, and the dynamics of the institutionally fragmented decision-making context. The paper will report on the experiences of sessions played with local stakeholders involved in energy retrofitting in the cities of Dubrovnik, Amsterdam and Delft. The game development and sessions played have been part of the EU FP7 supported project ‘City-zen, new urban energy’. The game has been developed in collaboration with DNVGL. ...
With more flexible and large-scale learning environments, new design requirements for games emerge. Massive Open Online Courses (MOOCs) are one of the most important innovations in the learning field. Still, it is a challenge to motivate learners and to keep them motivated in such huge learning environments. To address this challenge, we redesigned a board game targeting at an integrated view on disruption and communication management in an intermodal transportation situation. From the redesign, we have learned that an online game works better with fewer roles, requires immediate feedback, and an engaging way of challenge to keep players motivated. Our findings can inform the design of games for large groups of players in an online environment. ...
Book chapter (2016) - Rink Weijs, Geertje Bekebrede, Igor Nikolic
A transition towards a safer, healthier, more equitable and more sustainable world requires focused Sustainable Development education. While this is true for all forms of education, it is particularly vital for business education curricula, and here it is sorely lacking. The main problem is that teachers lack the methods to teach sustainability competences. Gaming is proposed as a suitable method, as it involves action, direct feedback and high motivation. In this research we used a pre-post tests research set up to measure the learning effects from three simulation games. These games were played with 160 2nd year business students. We conclude that simulation games have limited contribution to cognitive learning about SD. However, a majority of respondents see additional value of gaming within their education. ...