Serious games as research instruments – Do’s and don’ts from a cross-case-analysis in transportation

Journal Article (2020)
Author(s)

M. Freese (Deutsches Zentrum für Luft- und Raumfahrt (DLR), TU Delft - Technology, Policy and Management)

Heide Lukosch (University of Canterbury)

Jan Wegener (Deutsches Zentrum für Luft- und Raumfahrt (DLR))

Alexandra König (Deutsches Zentrum für Luft- und Raumfahrt (DLR))

Research Group
Policy Analysis
DOI related publication
https://doi.org/10.18757/ejtir.2020.20.4.4205 Final published version
More Info
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Publication Year
2020
Language
English
Research Group
Policy Analysis
Journal title
European Journal of Transport and Infrastructure Research
Issue number
4
Volume number
20
Pages (from-to)
103-126
Downloads counter
248
Collections
Institutional Repository
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Abstract

Serious games as research instruments are seen as a special type of participatory modelling, allowing a researcher to observe the behaviour and decisions taken by players. Yet, games have their own dynamics and come with certain challenges when used as a research instrument. This article reports on specific challenges in using games as research instruments in the domain of transportation. Therefore, three digital games from the transportation sub-systems freight transport, airport management and public transport are presented. The cases are analysed according to the challenges faced during the phases of requirements analysis, design, implementation, usage as research instrument, and evaluation. Based on this cross-case analysis of the research games, Do’s and Don’ts as well as practical recommendations are derived to support researchers and practitioners in applying serious games as research instruments in transportation. The new ReDIRE-framework to analyse serious games for research purposes is presented for this aim. Design guidelines resulting from our contribution can be helpful for game designers and researchers alike.