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Int. J. Serious Games最新文献

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Gamification of a Procurement Process for Professional Training of Public Servants 公务员专业培训采购程序的游戏化
Pub Date : 2019-06-24 DOI: 10.17083/ijsg.v6i2.293
Maksims Kornevs, J. Hauge, S. Meijer
Implementation and training about changes in a procurement process are complex due to the complexity of the procurement process characterised by the adaptive stakeholder network and continuously changing market rules. Traditional training approaches for procurement split the process into separate steps; however, to be able to assess all training aspects, it is important to have a holistic look at procurement. This work explores how well gamification can address the complexity of the procurement process for training specialists in the road construction sector. A case study is carried out to train new business models for both experienced specialists and new employees. The steps for the development of gamification for training in procurement are shown. A comparison of results from experienced and less experienced participants is presented. The results show the relationships amongst the complexity of the real system, the gamification design and the results of gamification.
由于采购过程具有自适应利益相关者网络和不断变化的市场规则的复杂性,采购过程的实施和培训是复杂的。传统的采购培训方法将采购过程分成不同的步骤;然而,为了能够评估所有培训方面,对采购有一个整体的看法是很重要的。这项工作探讨了游戏化如何很好地解决道路建设部门培训专家采购过程的复杂性。通过案例研究,为经验丰富的专家和新员工培训新的商业模式。说明了发展采购培训游戏化的步骤。比较了经验丰富和经验不足的参与者的结果。结果显示了真实系统的复杂性、游戏化设计和游戏化结果之间的关系。
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引用次数: 9
Capacity Building on Heat Balance in Electrolysis of Aluminium 铝电解热平衡能力建设
Pub Date : 2019-06-24 DOI: 10.17083/ijsg.v6i2.285
S. A. Petersen, M. Fradinho, K. Hestetun, G. Müller, S. Wasbø, Victoria Koritzinsky, Anne Lise Wasl
Designing games for learning in the workplace is challenging in many ways. Within the process industry, the aluminium production cells are harsh environments that are difficult to instrument and pose domain related challenges, which make effective training difficult to achieve. In particular, cognitive challenges arise due to the slow nature of the physical process that disconnects the operators' actions and causality. The complex chemical process demands a high level of understanding of the parameters and their complex interdependencies. Additional challenges are related to representing an appropriate level of detail and precision of the workplace, including integration with existing tools. This paper describes the digital simulation game designed and developed for the operators in aluminium plants to master the cognitive skills required for Heat Balance in the aluminium production cells. A co-design process was adopted from the initial inception of the idea, development and evaluation. The paper will discuss and present the co-creation artefacts used, namely a paper prototype, hybrid prototype of the game along with the output from iterative development cycles. This work is conducted within the research and innovation project, Accelerated Learning for Technology Transfer, with the Norwegian company Hydro.
在工作场所设计学习游戏在很多方面都具有挑战性。在加工工业中,铝生产单元是恶劣的环境,很难进行仪器检测,并提出了与领域相关的挑战,这使得有效的培训难以实现。特别是,由于物理过程的缓慢性质而产生的认知挑战,断开了操作员的行为和因果关系。复杂的化学过程要求对参数及其复杂的相互依赖性有很高的理解。额外的挑战与表示工作场所的适当细节和精确度有关,包括与现有工具的集成。本文介绍了为铝厂操作人员设计和开发的数字模拟游戏,以掌握铝生产单元热平衡所需的认知技能。从最初的想法、开发和评估开始,采用了协同设计过程。本文将讨论并呈现所使用的共同创造产物,即游戏的纸上原型,混合原型以及迭代开发周期的输出。这项工作是在与挪威Hydro公司合作的研究和创新项目“加速技术转移学习”中进行的。
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引用次数: 1
Introduction to the special issue on "Gamification of Industrial Systems" “工业系统游戏化”特刊简介
Pub Date : 2019-06-24 DOI: 10.17083/ijsg.v6i2.317
S. Garbaya, T. Lim
This special issue marks important milestones for the Serious Gaming Society (SGS) and its journal the International Journal of Serious Games. First, this special issue is dedicated to the gamification of industrial systems in the context of the widespread adoption of serious games in many fields such as education, medicine, military and industry. The potential for training by increasing motivation for engaged interaction and the adaptation of behavior has been proven. In addition, new emerging needs for gamification are identified in industry where important benefits could be generated by reducing the product cost and time-to-market. Moreover, in the era of industry 4.0, which combines production methods with the state-of-the art information and communication technologies, serious games could have the potential to promote innovation and increase the resources and the production efficiency. However, despite the significant advances that have been made in game-based approaches to non-game contexts, its potential transition into industrial settings have not been realized. This is mainly due to challenging issues such as the lack of methodologies for modeling industrial scenarios in digital contents representing real industrial systems with high fidelity, operational processes must be fully digitalized to ease the integration of gamification concepts, the adaptation of work environment conditions so that the use of gaming on mobile devices can take place without the interruption of industrial activities.
本期特刊标志着严肃游戏协会(SGS)及其期刊《国际严肃游戏杂志》的重要里程碑。首先,这期特刊致力于在教育、医学、军事和工业等许多领域广泛采用严肃游戏的背景下,工业系统的游戏化。通过增加参与互动和行为适应的动机来训练的潜力已被证明。此外,游戏化的新需求被确定在行业中,通过降低产品成本和上市时间可以产生重要的利益。此外,在工业4.0时代,生产方式与最先进的信息和通信技术相结合,严肃游戏可以促进创新,提高资源和生产效率。然而,尽管基于游戏的方法在非游戏环境中取得了重大进展,但其向工业环境过渡的潜力尚未实现。这主要是由于一些具有挑战性的问题,例如缺乏在代表高保真真实工业系统的数字内容中对工业场景进行建模的方法,操作过程必须完全数字化以简化游戏化概念的集成,适应工作环境条件,以便在不中断工业活动的情况下在移动设备上使用游戏。
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引用次数: 0
Gamification in Management: a systematic review and research directions 管理中的游戏化:系统回顾与研究方向
Pub Date : 2019-06-24 DOI: 10.17083/ijsg.v6i2.282
V. Wanick, Hong T. M. Bui
This paper conducts a contemporary and inclusive review of initial applications of gamification to various management fields, such as finance, corporate governance, risk management, human resource management, etc. It defines and contextualizes gamification within the field of management. This allows to understand the main elements of a general gamified system and its main applications. Via a systematic review of 203 studies addressing management contexts and gamification, it develops a holistic framework for the analysis of gamification in management areas. The study concludes by setting out a list of questions to direct future research in order to increase the impacts of this innovative and strategic research area within businesses and organizations.
本文对游戏化在金融、公司治理、风险管理、人力资源管理等各个管理领域的初步应用进行了当代和包容性的回顾。它定义了管理领域中的游戏化,并将其背景化。这让我们能够理解一般游戏化系统的主要元素及其主要应用。通过对203项关于管理背景和游戏化的研究的系统回顾,它为分析管理领域的游戏化开发了一个整体框架。该研究通过列出一系列问题来指导未来的研究,以增加这一创新和战略研究领域在企业和组织中的影响。
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引用次数: 27
Lessons learned from implementing project management games 实施项目管理游戏的经验教训
Pub Date : 2019-03-14 DOI: 10.17083/ijsg.v6i1.130
David Rumeser, M. Emsley
The purpose of this paper is to identify the principles governing successful project management serious (educational) game design and implementation by identifying lessons learned from implementing such games. This paper applied a triangulation method that qualitatively blends the perspectives of project management practitioners, game designers, and learners. The findings of this paper suggest principles of game realism, context, display, gameplay clarity, target audience, feedback, setting, debriefing, communication mode, and personalization. The main potential beneficiaries of this research include project management educators, trainers, students, training participants, and game designers. The study provides a comprehensive project management game design and implementation guideline that could help improve the quality of project management serious games. This paper is the first exploratory study to blend the perspectives of learners (students), serious game experts, and experienced project management practitioners in order to identify the key principles of delivering successful project management educational or serious games.    
本文的目的是通过确定从执行此类游戏中学到的经验教训,确定管理成功的项目管理严肃(教育)游戏设计和执行的原则。本文采用了一种三角测量方法,将项目管理实践者、游戏设计师和学习者的观点定性地融合在一起。本文的发现提出了游戏现实主义、情境、展示、玩法清晰度、目标用户、反馈、设定、汇报、交流模式和个性化等原则。这项研究的主要潜在受益者包括项目管理教育者、培训师、学生、培训参与者和游戏设计师。该研究提供了一个全面的项目管理游戏设计和执行指南,可以帮助提高项目管理严肃游戏的质量。本文是第一个将学习者、严肃游戏专家和经验丰富的项目管理实践者的观点融合在一起的探索性研究,旨在确定交付成功的项目管理教育游戏或严肃游戏的关键原则。
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引用次数: 7
May the Plan be with you! A Usability Study of the Stimulated Planning Game Element Embedded in a MOOC Platform 愿计划与你同在!MOOC平台中嵌入式刺激计划游戏元素的可用性研究
Pub Date : 2019-03-14 DOI: 10.17083/ijsg.v6i1.239
A. Antonaci, R. Klemke, K. Dirkx, M. Specht
Goal achievement is a measure of success; this could be particularly true in Massive Online Open Courses (MOOC), which are approached by a massive audience with an enormous variety of needs. However, in MOOC one is unlikely to find solutions which allow students to pursue their individual goals and achieve them. Inspired by implementation intention theory and strategy games we have developed the first prototype of the game element Stimulated Planning (SP) which will enable MOOC users to achieve their goals. In this study we have investigated SP usability via usability test, eye tracking and the retrospective think-aloud. As well as we have examined if our design choices matched the conceptual planning process of our users. We found that our system matches our sample’s idea of planning and that our system usability can be improved further. Our findings are the base of our future works.
实现目标是衡量成功的标准;这在大规模在线开放课程(MOOC)中尤其如此,因为有大量的受众有各种各样的需求。然而,在MOOC中,人们不太可能找到允许学生追求个人目标并实现这些目标的解决方案。受实施意图理论和策略游戏的启发,我们开发了游戏元素刺激计划(SP)的第一个原型,它将使MOOC用户实现他们的目标。在本研究中,我们通过可用性测试、眼动追踪和回顾性有声思考来研究SP的可用性。此外,我们还检查了我们的设计选择是否符合用户的概念规划过程。我们发现我们的系统符合我们样本的计划思想,并且我们的系统可用性可以进一步改进。我们的发现是我们未来工作的基础。
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引用次数: 5
Applying constrained virtual environments to serious games for heritage 将受约束的虚拟环境应用于严肃游戏的传承
Pub Date : 2019-03-14 DOI: 10.17083/ijsg.v6i1.294
Laurence Hanes, R. Stone
Virtual environments are an important aspect of serious games for heritage. However navigable three-dimensional (3D) environments can be costly and resource-intensive to create and for users to run. In this paper, we propose an alternative approach using “constrained virtual environments”, which present an environment through a series of reduced fidelity two-dimensional (2D) scenes without exhaustive detail. We describe the development of a constrained virtual environment to replicate a 3D environment from a serious game concerning ancient Mesopotamian history. An exploratory experiment discovered that participants experienced a similar sense of presence in the constrained environment to that of the 3D environment and rated the two games to be of similar quality. Participants were equally likely to pursue further information on the subject matter afterwards and collected more information tokens from within the constrained environment. A subsequent interview with a museum expert explored opportunities for such games to be implemented in museum displays, and based on the experiences and issues encountered, a preliminary set of guidelines was compiled for implementing future constrained virtual environments within serious games for heritage.
虚拟环境是严肃游戏遗产的一个重要方面。然而,可导航的三维(3D)环境的创建和用户运行可能成本高昂且资源密集。在本文中,我们提出了一种使用“受限虚拟环境”的替代方法,该方法通过一系列降低保真度的二维(2D)场景来呈现环境,而没有详尽的细节。我们描述了一个受约束的虚拟环境的发展,以复制一个关于古代美索不达米亚历史的严肃游戏的3D环境。一项探索性实验发现,参与者在受限环境中体验到的存在感与3D环境相似,并认为这两款游戏的质量相似。参与者同样有可能在之后寻求有关主题的进一步信息,并从受限的环境中收集更多的信息代币。随后,我采访了一位博物馆专家,探讨了在博物馆展示中执行此类游戏的机会,并根据经验和遇到的问题,编写了一套初步指导方针,用于在严肃的遗产游戏中执行未来受限的虚拟环境。
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引用次数: 3
An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes 游戏化的跨学科视角:机制、心理媒介和结果
Pub Date : 2019-03-14 DOI: 10.17083/ijsg.v6i1.262
Miralem Helmefalk
As gamification literature has matured, the gap between how different domains apply the theory has widened. This has positioned gamification as being more dependent on context, rather than being an independent theory per se. To address this notion, three concepts are identified as being central for how a gamificator, the one responsible for gamifying, gamifies a process. These are mechanics, mental mediators and desired outcomes. Following this logic, a review was conducted using 77 (n) articles across seven disciplines, namely health and wellness, crowdsourcing, sustainability, computer science, software development, business, and tourism. The findings highlighted potentially causal and correlational relationships between several concepts when gamifying a situation, context, service or/and process. This research presents an alternative and uniform perspective on the broad gamification research to better understand how gamification functions and can be employed to impact various outcomes. Furthermore, this research contributes to this rather eclectic domain, presenting a more categorized view in showing domain-specific mechanics and how these can be employed for empirical testing. Lastly, the conceptual model can be modified, employed and adjusted to investigate various effects of gamification on outcomes.
随着游戏化文献的成熟,不同领域应用这一理论的差距也越来越大。这使得游戏化更加依赖于情境,而不是一个独立的理论本身。为了解决这个问题,游戏化者(负责游戏化的人)如何游戏化一个过程,需要确定三个核心概念。这些是机制、心理媒介和期望的结果。按照这一逻辑,对卫生和保健、众包、可持续性、计算机科学、软件开发、商业和旅游等7个学科的77篇文章进行了审查。这些发现强调了当游戏化一个情境、背景、服务或/和过程时,几个概念之间潜在的因果关系和相关关系。本研究为广泛的游戏化研究提供了另一种统一的视角,以更好地理解游戏化是如何运作的,以及如何影响各种结果。此外,这项研究对这个相当折衷的领域做出了贡献,在展示特定领域的机制以及如何将这些机制用于实证测试方面呈现出更分类的观点。最后,概念模型可以被修改、使用和调整,以研究游戏化对结果的各种影响。
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引用次数: 26
The Play Your Process Method for Business Process-Based Digital Game Design 基于业务流程的数字游戏设计的玩法方法
Pub Date : 2019-03-14 DOI: 10.17083/ijsg.v6i1.269
T. Classe, R. Araujo, G. Xexéo, S. Siqueira
Serious games have been understood as a useful tool to engage, educate and train individuals in many areas. They are also suitable for the business processes management area where it is expected that business-process-based digital games can bring together players (process actors) to better understand and learn organizational business processes. This paper presents a game design method for the development of serious games which aims to provide business process understanding to players, as well as to allow them to reflect on process challenges and difficulties. The design of serious business process games requires game designers to have business process modeling skills and instructions on how to represent business process elements in the game context. This research was conducted using the Design Science Research Methodology, and addresses the challenge of providing a method for the design of serious business process games. The method receives business process models as input and comprises steps to (i) map business process elements into game design elements, game design and development, and (ii) evaluate games with game designers, process actors, and game players. In order to validate the method, a set of games was built and evaluated with players. The designed games were evaluated as to adequate quality, although fun and entertainment can still be improved, and players´ understanding regarding process increase after games are played
严肃游戏被认为是在许多领域吸引、教育和训练个人的有用工具。它们也适用于业务流程管理领域,在该领域中,基于业务流程的数字游戏可以将参与者(流程参与者)聚集在一起,以更好地理解和学习组织业务流程。本文提出了一种严肃游戏开发的游戏设计方法,旨在为玩家提供业务流程的理解,并让他们反思流程的挑战和困难。严肃的业务流程游戏的设计要求游戏设计师具备业务流程建模技能,并了解如何在游戏环境中表示业务流程元素。本研究使用设计科学研究方法论进行,并解决了为设计严肃的业务流程游戏提供方法的挑战。该方法接受业务流程模型作为输入,并包括以下步骤:(i)将业务流程元素映射到游戏设计元素、游戏设计和开发中,以及(ii)与游戏设计师、流程参与者和游戏玩家一起评估游戏。为了验证该方法,我们构建了一组游戏并与玩家一起进行了评估。虽然游戏的趣味性和娱乐性还有待提高,而且玩家在玩完游戏后对游戏过程的理解也有所提高,但我们对设计出来的游戏的质量进行了评估
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引用次数: 16
The Players' Experience of Immersion in Persuasive Games 玩家在说服性游戏中的沉浸体验
Pub Date : 2018-12-18 DOI: 10.17083/IJSG.V5I4.263
M. Hafner, J. Jansz
Game studies has seen an increasing interest in serious games with a persuasive goal. Yet, empirical research about the impact of these persuasive games is still limited. This paper aims to advance the field by reporting on an explorative, qualitative study, investigating player experiences in My Life as a Refugee and PeaceMaker, games that address pressing socio-political issues. Theoretically, our research was based on immersion theory and Calleja’s account of player involvement. We conducted in-depth interviews with twelve participants. Our results showed that players experienced the two games in a similar way. With respect to immersion, our results highlight its different aspects by showing that the games’ narratives had the largest impact on feeling immersed. Our participants also experienced ludic, affective, and spatial immersion, which partly deepened their narrative immersion. Finally, we found that perceived realism, narrative depth, and identification contributed to the immersive experience. The major contribution of this paper is showing that immersion heightened participants’ susceptibility to persuasion within the gaming environment, while adding that the roles of emotion and identification in immersion warrant further research.  
在游戏研究中,人们对以说服为目标的严肃游戏越来越感兴趣。然而,关于这些说服性游戏影响的实证研究仍然有限。本文旨在通过一项探索性质的研究,调查《My Life as a Refugee》和《PeaceMaker》(解决紧迫的社会政治问题的游戏)中的玩家体验,从而推动这一领域的发展。从理论上讲,我们的研究是基于沉浸理论和Calleja对玩家参与的描述。我们对12位参与者进行了深度访谈。我们的研究结果显示,玩家体验这两款游戏的方式相似。关于沉浸感,我们的结果突出了它的不同方面,即游戏叙述对沉浸感的影响最大。我们的参与者还体验了搞笑、情感和空间沉浸,这在一定程度上加深了他们的叙事沉浸。最后,我们发现感知现实主义、叙事深度和身份认同都有助于沉浸式体验。这篇论文的主要贡献在于表明,沉浸感提高了参与者在游戏环境中对说服的敏感性,同时补充说,情感和认同在沉浸感中的作用值得进一步研究。
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引用次数: 9
期刊
Int. J. Serious Games
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