Improving the decision-making qualities of gaming simulations

Journal Article (2020)
Author(s)

V. Roungas (KTH Royal Institute of Technology, TU Delft - Policy Analysis)

Femke Bekius (TU Delft - Organisation & Governance, Nijmegen School of Management)

A Verbraeck (TU Delft - Policy Analysis)

SA Meijer (TU Delft - Organisation & Governance, KTH Royal Institute of Technology)

Research Group
Policy Analysis
Copyright
© 2020 V. Roungas, F.A. Bekius, A. Verbraeck, S.A. Meijer
DOI related publication
https://doi.org/10.1080/17477778.2020.1726218
More Info
expand_more
Publication Year
2020
Language
English
Copyright
© 2020 V. Roungas, F.A. Bekius, A. Verbraeck, S.A. Meijer
Research Group
Policy Analysis
Issue number
3
Volume number
15
Pages (from-to)
177-190
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

Gaming simulations (games) for policy and decision making have been the neglected “sibling” of educational and training games. The latter have experienced a widespread usage by practitioners and researchers, while the former have had limited, yet slowly increasing, adoption by organisations. As a result, various issues developing and using these games remain unaddressed. This includes the design of games, their validation, the actual game sessions, and applying the resulting knowledge from games in organisations. In this paper, solutions for issues identified in these four areas of gaming simulations are proposed. Solutions vary from purely analytical to purely social, stressing the interdisciplinary approach required to tackle the issues associated with them. The result consists of several theoretical and practical contributions as well as philosophical considerations regarding games for policy and decision making.