6. 6Challenge the future
SG Research tool (2012
-)
Veerkracht
(RWS, 2012 -)
Patentometer (2012)
Marine Spatial Planning,
(E&I 2011-)
CharliePappa
(BvB 2011 -)
Achmea Nieuw
Zorgbedrijf (2010)
Electricity Market
Simulation Game (TU-
Delft )
ProRail games (2010 –
14)
National Intelligence –
(Politieac. 2009)
Hugo de Groot (NHM
2008)
Aristoteles, (GHOR,
Berenschot, )
SprintCity (Ver.
Deltametr. 2009 -)
Team-Up (TU-Delft)
Hazard Recognition
(Shell)
Construct.IT (3TU) Simulatie APM Terminals CSI the Hague (NFI) Road Roles (TU-Delft) Watergame (Tygron) OM Interfaces (2005)
SimPort-MV2 (2004 –
2010)
Patentopolis (2008)
Levee Patroller
(Deltares, 2006 -)
Centrumlijn (Tramtunnel)
Sieberdam: railway area
reconstruction (2006)
Court Management
Game (OM, 2005)
Ventum Online (2004 -)
Global Supply Chain
Game (GSCG, 2002 - )
Urban Network Game
(RPB, 2002)
DUBES Containers Adrift Infrastratego IncoDelta game
7. 7Challenge the future
Mission & Vision
Since 2004, an interdisciplinary center of expertise
and experience for academic research and
professional applications of simulation-gaming,
serious gaming and 3D virtual (game) worlds, to be
used for complex, multi-actor policy and
organizational decision-making, learning and
training, esp. in the field of infrastructures.
(Inter)nationally acknowledged
Co-located, interdisciplinary research group
Active participation in SG research networks
Variety in funding: EU, Academy of Sciences (NWO), Business
Educating a selected body of Master, Post Academic and PhD students
Contributing to body of knowledge in serious gaming
Highly cited peer reviewed journal papers, monographs, thesis, books
Developing innovative serious games that matter to professionals and
decision-makers
Pre-competitive development in partnerships with industry
Enhancing high tech start ups and spin offs
8. 8Challenge the future
Profile Serious Gaming
Niche
Infrastructures:
Seaports, Rail, Energy,
Roads & Tunnels, Water
& Levees, Spatial
planning, ICT,…
MSG:
Advanced
Modeling,Simulation
& (Serious) Gaming
Multi-actor systems:
Social-technical
systems, Complex
adaptive systems,
Multi-actor policy
making…
Activities
SG Design
SG Production
SG Education &
training
SG Intervention
SG Research
SG Theory
building
Serious
Gaming
Serious
Gaming
9. 9Challenge the future
Main argumentation
1. Modern societies thrive upon vital,
secure…infrastructures: (air, sea) ports, (power,
transport, ICT) networks, utilities, water, etc. !
2. Infrastructures are complex, multi-actor systems.
For their planning and management methods are
needed that can address their technical-physical
complexity and their social-political complexity in
an integrated, holistic fashion!
3. (Serious) gaming–simulation is the only method
that can bring real stakeholders INTO the (computer)
model or let them ‘play’ with the simulation-model!
4. Serious gaming–simulation for Public Policy Making
(PPM) enhances strategic thinking (what if...),
tactical planning (learning, coordination) and
operational training.
5. This is not so new – E.g. War Gaming. But modern
computer game technology / Virtual Reality gives
us many new and sophisticated possibilities to
‘seriously play’ with simulations and models for PPM.
6. Game technology is revolutionizing simulation in its
technical and social meaning and applications. We
are just at the beginning…
10. 10Challenge the future
SG Research Landscape [1]
Netherlands / International organizations & institutions
11. 11Challenge the future
SG Research Landscape [2]: Delft Niche
Delft Research
Initiatives: energy,
water, health,
infrastructures
12. 12Challenge the future
Core publications
1. Duffhues, J., Mayer, I. S., Nefs, M., & van der Vliet, M. (2013). Breaking Barriers to Transit-Oriented Development: Insights from the Serious Game
SPRINTCITY. Environment and Planning B (in press).
2. Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of Games for Society, Business and Politics: A Frame Reflective Analysis. In Nick Rushby &
D. Surry (Eds.), Wiley Handbook of Learning Technology (in press). Wiley.
3. Mayer, I. S., Zhou, Q., Lo, J., Abspoel, L., Keijser, X., Olsen, E., … Kannen, A. (2013). Integrated, Ecosystem-based Marine Spatial Planning: Design and
Results of a Game-based Quasi-Experiment. Ocean and Coastal Management, 82, 7–26. doi:dx.doi.org/10.1016/j.ocecoaman.2013.04.006
4. Mayer, I. S., Bekebrede, G., Harteveld, C., Warmelink, H. J. G., Zhou, Q., van Ruijven, T., … Wenzler, I. (2013). The research and evaluation of serious
games: Toward a comprehensive methodology. British Journal of Educational Technology, n/a–n/a. doi:10.1111/bjet.12067
5. Bekebrede, G., Warmelink, H. J. G., & Mayer, I. S. (2011). Reviewing the Need for Gaming in Education to Accommodate the Net Generation. Computers
& Education, 57(2), 1521–1529. doi:10.1016/j.compedu.2011.02.010
6. Meijer, S. A., Mayer, I. S., van Luipen, J., & Weitenberg, N. (2011). Gaming Rail Cargo Management: Exploring and Validating Alternative Modes of
Organization. Simulation & Gaming, 43(1), 85–101. doi:10.1177/1046878110382161
7. Mayer, I. S. (2009). The Gaming of Policy and the Politics of Gaming: A Review. Simulation & Gaming, 40(6), 825–862. doi:10.1177/1046878109346456
8. Harteveld, C., Guimarães, R., Mayer, I. S., & Bidarra, R. (2009). Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER.
Simulation & Gaming, 41(3), 316–340. doi:10.1177/1046878108331237
13. 13Challenge the future
PhD theses
1. Ruijven, T. van. (2014). Virtual Emergency Management Training (forthcoming). PhD thesis Delft University of Technology, Delft, The Netherlands.
2. Zhou, Q. (2014). The Princess in the Castle. How Gaming can serve Integrated Policy Analysis (forthcoming). TU Delft.
3. Warmelink, H. J. G. (2013). Towards Playful Organizations: How online gamers organize themselves (and what other organizations can learn from them).
Delft University of Technology, Delft.
4. Harteveld, C. (2012). Making Sense of Virtual Risks; A quasi Experimental Investigation Into Game-Based Training. IOS Press, Delft, The Netherlands.
5. Van Staalduinen, J. P. (2012). Gamers on Games and Gaming: Implications for Educational Game Design. TU Delft.
6. Chappin, E. J. L. (2011). Simulating Energy Transitions (chapter 8). TU Delft, the Netherlands.
7. Fumarola, M. (2011, June 29). Multiple Worlds: a multi-actor simulation-based design method for logistics systems.
8. Altamirano, M. (2010). Innovative Contracting Practices in the Road Sector. Cross-national Lessons in Dealing with opportunistic Behavior. TU Delft, the
Netherlands.
9. Bekebrede, G. (2010, August 24). Experiencing Complexity: A gaming approach for understanding infrastructure systems. TU Delft, the Netherlands.
10. Gasnier, A. (2007). The patenting paradox. A game-based approach to patent management. Eburon, Delft.
11. Van Houten, S.-P. A. (2007, November 6). A Suite for Developing and Using Business Games: Supporting Supply Chain Business Games in a Distributed
Context. TU Delft, the Netherlands.
12. Kuit, M. (2002, November 25). Strategic Behavior and Regulatory Styles in the Netherlands Energy Industry. TU Delft, the Netherlands.
14. 14Challenge the future
Energy (Main) ports
Water management Rail
Infrastructures
Long term planning,
strategic management
and design
Capacity
management
and logistics
Resilient infra,
crisis and emergency
management
Markets,
regulation and
(strategic)
behavior
19. 19Challenge the future
Levee Patroller
(Deltares, 2006-now)
Hazard Recognition
(Shell, 2009-now)
Charlie Pappa
(2012 - now)
3D-training
games
20. 20Challenge the future
Hazard Recognition
TU-Delft, Shell 2008 - now
Problem context:
Efficiency and effectiveness of
training Shell personnel on
Hazard Recognition
Design format:
3D, single player operational
training game
Evaluation methods: Questionnaires,
observations, logging, video
Outcomes
Learning efficacy,
assessment, papers and
graduation reports
Link demo
21. 21Challenge the future
TeamUp – Virtual Team Research and Training
TU-Delft, 2009- now
Problem context:
Training and research into
- E-teams
- E-leadership
Design format:
Multi-player virtual game-
based research and learning
environment.
4 Levels
Resources
Puzzle
Evaluation methods: Questionnaires,
observations, logging, video
Outcomes
Significant time differences
Situational awareness
Reasoning
Age and navigation skills!
Conflicts and frustration
Demo TeamUp movie
22. 22Challenge the future
Marine Spatial Planning
ministry Infrastructure and Environment, ICES, OPSPAR, VASAP/TU-Delft, 2011 - now
Problem context:
Integrated Ecosystem-based
Marine Spatial Planning.
Design format:
Multi-player computer-
supported policy game.
Evaluation methods:
Pre-, in game and post
questionnaires, observations,
logging, video.
Outcomes
Asssessment of the cultural
differences and complexity of
MSP in European countries;
Suggestions for
improvements and
harmonization
Insights in effectiveness of
policy gaming in different
cultures.
Follow up games and tooling
23. 23Challenge the future
SprintCity
Vereniging Deltametropool, TU-Delft, Movares, 2009- now
Problem context:
Transit-oriented development;
relation between rail way and
urban development
Play
32 sessions, with 250+
stakeholder participants
Design format:
Multi-player, computer
supported game, localized
for Dutch planning context
with TOD model and realistic
data.
Evaluation methods:
Questionnaires,
observations, logging, video
Outcomes
Insights on TOD model
validity;
Diffusion of TOD.
Learning of participants.
Papers and impact journal
paper.
24. 24Challenge the future
Veerkracht (Resilience)
Rijkswaterstaat, TU-Delft 2012 - now
Problem context:
Training and research into
- E-teams
- E-leadership
Design format:
Multi-player virtual game-
based research and learning
environment.
4 Levels
Resources
Puzzle
Evaluation methods: Questionnaires,
observations, logging, video
Outcomes
Significant time differences
Situational awareness
Reasoning
Age and navigation skills!
Conflicts and frustration
25. 25Challenge the future
The researcher The model
Maasvlakte 2 Virtual Port Planning
Game session Publication
Experiencing Complexity: a
Gaming Approach for
Understanding Infrastructure
Systems
Geertje Bekebrede (PhD in 2010)
What properties make serious gaming
suitable for simulating complex adaptive
systems and in what way can serious
gaming support the policy relevant
understanding of complex infrastructure
systems
Before and after game evaluations
(questionnaires) and data output with 400+
student and professional players.
Based on theories of complex adaptive,
multi-actor systems (CAS) and serious
gaming.
26. 26Challenge the future
Research framework
2. Theory: Complex, multi
actor systems and policy
making.
3. Method: Modeling,
simulation & gaming
(MSG)
1. Domain application:
infrastructures
1.1 Water, Rail,
Ports, Energy,
Tunnels, etc...
FramingFraming
Sub question 4
subquestion6
Research question 2
Research question 1
Research question 3
Sub question 5
2.1 Complex adaptive
systems, resilience,
integrated planning,
self-organization,
sense-making, etc...
3.1 Design and
evaluation of (Serious)
Gaming-Simulation
Framing
Case-
Experiments,
e.g. Levee Patroller,
SimPort, Water Game,
27. 27Challenge the future
Analytics and metrics
Game experience Personality profile Team Role profile
Game play profile Team performance: time
Team performance:
quality