Lessons on the design of gaming simulations for convergence and divergence in volatile innovation environments

Conference Paper (2016)
Author(s)

Jop van den Hoogen (TU Delft - Organisation & Governance)

S Meijer (KTH Royal Institute of Technology)

Research Group
Organisation & Governance
DOI related publication
https://doi.org/10.1109/WSC.2015.7408232
More Info
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Publication Year
2016
Language
English
Research Group
Organisation & Governance
Volume number
2016-February
Pages (from-to)
1044-1055
ISBN (electronic)
9781467397438

Abstract

Gaming simulation allows innovation stakeholders to experiment with innovations in a shielded environment. The main contribution to innovation processes is not solely the provision of knowledge to stakeholders but also the manipulation of process volatility. Volatility is the speed and magnitude by which innovations, stakeholders and institutions change during the process, creating unpredictability and uncontrollability. This paper posits that a more even distribution of volatility over time is beneficial and that gaming simulation is able to contribute to this. The use of games allows innovation managers to front-load volatility beforehand or diminish it when it occurs. Crucial is that both effects demand from games qualitatively different design choices. This paper distills, from a multitude of gaming experiments in the U.K. And Dutch railroad sector, a set of design choices to consider. This enables game designers and innovation managers to improve the impact of gaming simulation on innovation processes.

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