40th ISAGA 2009 conference, Singapore
Version: 09.03. 10
Track Gaming & Simulation Methodology
Proper terminology
To
enhance communication among the participants of the sessions of the methodology
track, the authors are kindly requested to use the following terminology.
When addressing the function of those artefacts, games are
being used to simulate processes of a reference system: a company, a classroom,
eco-systems, various types of infrastructure, and so on.
In research and practice, games (as
form) are being used to simulate (function) reference systems. The proper terminology - to distinguish between
form and function - would then be: “Game
to simulate X”. The authors should refrain from using the terms “gaming simulation”, “simulation game”, and
“gaming/simulation”. Those terms
mix form and function, and confuse professionals who are engaged either in
gaming for professional practice, or in simulation modelling, and computer
gaming: social and behavioural sciences, natural sciences, engineering,
computer sciences. The confusion arises from distinct methodologies underlying
these branches of model building. The
use of those hybrid terms would hamper the communication and mutual
understanding during the methodology sessions.
Therefore, the authors are kindly
requested to renounce the term “serious game” and use the term “game (design)
for simulating professional practice X.” That professional practice could be,
training, management and policy development, theory development and testing,
and so on.
Taking both recommendations into
account will result in a consistent use of games - of a certain form, and their
function: simulating a certain activity with the game involved.
Design sciences and analytical
sciences approach
Design is a
key activity in gaming & simulation. As Klabbers (2008) has pointed out, design - broadly
conceived - aims at implementing courses of action with the purpose of changing
existing (dysfunctional) situations or systems into preferred ones. According
to Klabbers we have to distinguish two levels of design: a) design-in-the-small
and b) design-in-the-large. Design-in-the-large offers a basis for various
forms of consulting, training and education in an attempt to foster new ways of
thinking and acting in the context of organizational development. Games & simulations, and
related design methodologies offer effective approaches to the framing and better understanding
of social systems and to the generation of ideas and the shaping of action repertoires for change.
Design-in-the-small produces games
and simulations (artifacts) as such, and related interactive learning environments with the
aim of modifying existing organizational cultures and structures. Used with
that goal in mind, they contribute to the design-in the-large process of social
systems.
Games can be designed for dual purposes: a) to generate a practical tool (artifact) for
supporting the design-in-the-large, or b) to devise a method or model in the analytical
science tradition for
developing and testing theories. In both cases games are being used to simulate (to model)
existing social systems. Klabbers stresses the fact that members of
gaming and simulation associations represent two distinct branches of science: a)
design sciences (communities of practice) and b) analytical sciences (community
of observers). The basic concept of the design sciences is to build games and assess their
effects and usability. The scientific methods of the analytical sciences
aim at using games for developing and testing theories. Both communities focus
on different notions of causality and use different criteria for success.
Figure: Framework of two interconnected
gaming and simulation communities (Klabbers, 2008).
The methodology track will
focus on and
welcome papers that explore such topics as
·
game design
·
theory testing
·
assessment studies (evaluation)
·
gaming
& change processes (design-in-the-small
& design-in-the-large)
·
game research (e.g., comparison between
various sorts of games or classification schemes, playfulness of rigid-rule
versus free-form games, competitive versus cooperative gaming, and so on).
Submissions
are welcome on all methodology related issues with respect to simulation and gaming, their design,
use, and evaluation. We plan “traditional” paper presentations with
discussion and we also plan to organise a panel discussion with interactive
Q&A session on “Bridging the gap
between design science and analytical science domains of gaming &
simulation”. We further plan
a joint publication with invited participants of the track.
Excellent
background discussions can be found in the following symposiums (guest editor
Jan Klabbers) in Simulation & Gaming: An Interdisciplinary Journal http://sg.sagepub.com:
·
“State
of the Art and Science of Simulation & Gaming”, Volume 32, 4, 2001
·
“Simulation
and Gaming: The Art and Science of Design”, Volume 34, 4, 2003
·
“Artifact
Assessment versus Theory
Testing”, Volume 37, 2, 2006
the symposium (guest editor Willy Kriz) in Simulation & Gaming:
·
“Bridging
the Gap: Transforming Knowledge into Action through Gaming and Simulation”,
Volume 40, 1, 2009
and in the
books:
·
Duke, R.; Geurts, J. (2004):
Policy games for Strategic Management. Tilburg.
·
Klabbers,
J. H. G. (2008): The Magic Circle: Principles of Gaming & Simulation.
Rotterdam.