Reflections on skill development theory and simulation game-play practice, using MS Flight Simulator and the MSP Challenge Simulation Platform as cases.
The authors present the design of the shipping simulation SEL and its integration in the MSP Challenge Simulation Platform. This platform is designed to give policymakers and planners insight into the complexity of Maritime Spatial Planning (MSP) and can be used for interactive planning support. It uses advanced game technology to link real geo- and marine data with simulations for ecology, energy and shipping. The shipping sector is an important economic sector with influential stakeholders. SEL calculates the (future) impact of MSP decisions on shipping routes. This is dynamically shown in key performance indicators (e.g. route efficiencies) and visualised in heat maps of ship traffic. SEL uses a heuristic-based graph-searching algorithm to find paths from one port to another during each simulated month. The performance of SEL was tested for three sea basins: the firth of Clyde, Scotland (smallest), North Sea (with limited data) and Baltic Sea regions (largest, with most complete data). The behaviour of the model is stable and valid. SEL takes between 4 and 17 seconds to generate the desired monthly output. Experiences in 20 sessions with 302 planners, stakeholders and students indicate that SEL is a valuable addition to MSP Challenge, and thereby to MSP.
Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing game to a casual mobile phone game to a board game. Along the way, we’ll use many examples from real games that you may know: Pac-Man, Monopoly, Civilization, StarCraft II, and others. The authors provide two features. One is a tool called Machinations that can be used to visualize and simulate game mechanics on your own computer, without writing any code or using a spreadsheet. The other is a design pattern library, including the deep structures of game economies that generate challenge and many kinds of feedback loops.
In recent years, disasters are increasing in numbers, location, intensity and impact; they have become more unpredictable due to climate change, raising questions about disaster preparedness and management. Attempts by government entities at limiting the impact of disasters are insufficient, awareness and action are urgently needed at the citizen level to create awareness, develop capacity, facilitate implementation of management plans and to coordinate local action at times of uncertainty. We need a cultural and behavioral change to create resilient citizens, communities, and environments. To develop and maintain new ways of thinking has to start by anticipating long-term bottom-up resilience and collaborations. We propose to develop a serious game on a physical tabletop that allows individuals and communities to work with a moderator and to simulate disasters and individual and collective action in their locality, to mimic real-world scenarios using game mechanics and to train trainers. Two companies–Stratsims, a company specialized in game development, and Society College, an organization that aims to strengthen society, combine their expertise as changemakers. They work with Professor Carola Hein (TU Delft), who has developed knowledge about questions of disaster and rebuilding worldwide and the conditions for meaningful and long-term disaster preparedness. The partners have already reached out to relevant communities in Amsterdam and the Netherlands, including UNUN, a network of Ukrainians in the Netherlands. Jaap de Goede, an experienced strategy simulation expert, will lead outreach activities in diverse communities to train trainers and moderate workshops. This game will be highly relevant for citizens to help grow awareness and capacity for preparing for and coping with disasters in a bottom-up fashion. The toolkit will be available for download and printing open access, and for purchase. The team will offer training and facilitate workshops working with local communities to initiate bottom-up change in policy making and planning.
The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.
The objective of DIGIREAL-XL is to build a Research, Development & Innovation (RD&I) Center (SPRONG GROUP, level 4) on Digital Realities (DR) for Societal-Economic Impact. DR are intelligent, interactive, and immersive digital environments that seamlessly integrate Data, Artificial Intelligence/Machine Learning, Modelling-Simulation, and Visualization by using Game and Media Technologies (Game platforms/VR/AR/MR). Examples of these DR disruptive innovations can be seen in many domains, such as in the entertainment and service industries (Digital Humans); in the entertainment, leisure, learning, and culture domain (Virtual Museums and Music festivals) and within the decision making and spatial planning domain (Digital Twins). There are many well-recognized innovations in each of the enabling technologies (Data, AI,V/AR). However, DIGIREAL-XL goes beyond these disconnected state-of-the-art developments and technologies in its focus on DR as an integrated socio-technical concept. This requires pre-commercial, interdisciplinary RD&I, in cross-sectoral and inter-organizational networks. There is a need for integrating theories, methodologies, smart tools, and cross-disciplinary field labs for the effective and efficient design and production of DR. In doing so, DIGIREAL-XL addresses the challenges formulated under the KIA-Enabling Technologies / Key Methodologies for sectoral and societal transformation. BUas (lead partner) and FONTYS built a SPRONG group level 4 based on four pillars: RD&I-Program, Field Labs, Lab-Infrastructure, and Organizational Excellence Program. This provides a solid foundation to initiate and execute challenging, externally funded RD&I projects with partners in SPRONG stage one ('21-'25) and beyond (until' 29). DIGIREAL-XL is organized in a coherent set of Work Packages with clear objectives, tasks, deliverables, and milestones. The SPRONG group is well-positioned within the emerging MINDLABS Interactive Technologies eco-system and strengthens the regional (North-Brabant) digitalization agenda. Field labs on DR work with support and co-funding by many network organizations such as Digishape and Chronosphere and public, private, and societal organizations.