The research goal of this dissertation is to make configurational HRM usable for science and practice by developing a simulation model and serious game. These tools offer HRM professionals the opportunity to design a multiyear HRM configuration that shapes employee behaviour, while enabling HRM research to get access to a level of detail that was not achieved earlier, contributing to the current state of the art knowledge on strategic HRM. To shape employee behavior in such a way that it contributes to overarching organizational goals, organizations often deploy a set of human resource management (HRM) practices. If the set of individual HRM-practices is designed correctly, they amplify each other in shaping the desired behavior. However, while there is wide agreement on the importance of combining HRM-practices in a configuration that reflects the organizational strategy, we notice a lack of consensus on which HRM-practices need to be combined given a specific strategic goal and organizational starting point. Furthermore, we did not find an agreement on how to design HRM configurations that shape the desired employee behavior within organizations in multiple years. As a result, HRM professionals that design HRM configurations are left empty handed. While the configurational approach has the potential to provide new insight on how HRM shapes employees’ behavior, applying the configurational mode of theorizing to HRM remains challenging. We explain this challenge by the level of theoretical and practical detail that is needed, by the application of the holistic principle when studying HRM configurations, and due to methodological issues. Traditional methods do not align to the dynamic assumptions and the large number of variables included in configurational HRM. In this dissertation we pose that the time is ripe to unlock the deserved value of configurational HRM for theory and practice. We do so by specifying the underlying assumptions and dynamic implications of the configurational mode of theorizing in HRM, and by defining and adding the needed level of detail. In the current research, configurational HRM is made applicable with the use of a simulation model and serious game. -172- Five sequential steps are taken to make configurational HRM applicable. Firstly, key principles of configurational HRM are identified. Secondly, to ground the simulation we look at the manifestation of ideal type HRM configurations in theory and practice. Thirdly, we collect the solidified practical knowledge of HRM professionals on the alignment of HRM-practices. Fourthly, an initial simulation model is created and tested. And finally, we solidified the simulation model for practice and research by implementing it in a serious game for HRM professionals. Taking these five steps, we have specified configurational HRM to an unprecedented level of detail that allows us to address its complexity empirically and theoretically. We claim that with the results of this research we have opened the scientific and empirical “black box” of configurational HRM. Furthermore, the simulation model and serious game provides HRM professionals with a tool to design firm specific HRM configurations in an interactive and fun way. While prior studies did already acknowledge the importance of alignment when designing HRM, the simulation model and serious game specify the general concept of alignment to a level at which HRM professionals and researchers can start selecting, designing, implementing and researching HRM configurations. The tools provide HRM professionals with a method to grasp, maneuver through the complexity of, and explore the implementation of multi-year firm specific HRM.
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This paper addresses the procedural generation of levels for collaborative puzzle-platform games. To address this issue, we distinguish types of multiplayer interaction, focusing on two-player collaboration, and identify relevant game mechanics for a puzzle-platform game, addressing player movement, interaction with moving game objects, and physical interaction involving both players. These are further formalized as game design patterns. To test the feasibility of the approach, a level generator has been implemented based on a rule-based approach, using the existing tool called Ludoscope and a prototype game developed in the Unity game engine. The level generation procedure results in over 3.7 million possible playable level variations that can be generated automatically. Each of these levels encourages or even requires both players to engage in collaborative gameplay.
Video game designers iteratively improve player experience by play testing game software and adjusting its design. Deciding how to improve gameplay is difficult and time-consuming because designers lack an effective means for exploring decision alternatives and modifying a game’s mechanics. We aim to improve designer productivity and game quality by providing tools that speed-up the game design process. In particular, we wish to learn how patterns en- coding common game design knowledge can help to improve design tools. Micro-Machinations (MM) is a language and software library that enables game designers to modify a game’s mechanics at run-time. We propose a pattern-based approach for leveraging high-level design knowledge and facilitating the game design process with a game design assistant. We present the Mechanics Pattern Language (MPL) for encoding common MM structures and design intent, and a Mechanics Design Assistant (MeDeA) for analyzing, explaining and understanding existing mechanics, and generating, filtering, exploring and applying design alternatives for modifying mechanics. We implement MPL and MeDeA using the meta-programming language Rascal, and evaluate them by modifying the mechanics of a prototype of Johnny Jetstream, a 2D shooter developed at IC3D Media.
MKB Game changers: data driven redesign van zorg-games (RAAK.MKB06.002) onderzocht hoe zorg-games voor jonge kinderen op een datagedreven manier het engagement van hun spelers kon verhogen. Dat is belangrijk omdat de games ingezet worden door zorgprofessionals als deel van de hun aangeboden therapie. Omdat de games data verzamelen van dubbelkwetsbare doelgroepen (jonger dan 13 en data over gezondheid), was dataveiligheid en toegankelijke kennis over dataveiligheid een belangrijk resultaat van het project. We hebben, op basis van de resultaten van de data-scans van de games van onze consortium partners, en als gevolg van cognitieve interviews over wat onze partners als dataveiligheid beschouwen, een prototype van een tool gebouwd. Met deze tool kunnen game designers en developers hun eigen game scannen en die scan ook herhalen elke keer als ze een nieuwe design - of development beslissing nemen. Deze tool is nu als prototype beschikbaar via https://avgtool.org. We willen met deze Top-Up aanvraag deze tool van prototype naar eindproduct brengen. Uit user test bleek dat de professionals daarop zitten te wachten (Deze tool is "precies wat ik nodig heb om me zeker te voelen"). Wij willen daarom graag deze tool afmaken en de juridische kennis die in dit project verzameld is gecombineerd met de impact van die kennis voor het specifieke gebied van game-design, laagdrempelig beschikbaar stellen aan het werkveld.
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.
Het basisonderwijs staat voor de lastige opgave om kinderen meer te laten bewegen zonder dat dat ten koste gaat van de kernvakken als rekenen en taal. Er is wel een ontwikkeling die kansen biedt: bewegend leren. Dit combineert bewegingsoefeningen met reken- of taaloefeningen en lijkt een meerwaarde te hebben voor de cognitieve ontwikkeling van kinderen. Exergames worden hiervoor al wel mondjesmaat toegepast, maar niet in samenhang met doelstellingen op het gebied van motorische ontwikkeling. Hoe kunnen exergames zo ontwikkeld worden dat ze succesvol ingezet worden in het basisonderwijs om én cognitieve automatiseringsdoelstellingen én motorische ontwikkelingsdoelstellingen geïntegreerd ondersteunen? Door een slimme innovatie van gepersonaliseerd bewegend leren kan zonder dat daar meer verroosterde tijd voor beweegonderwijs voor nodig is de motorische ontwikkeling van kinderen worden versterkt en gemeten, bewegend leren voor het individu geoptimaliseerd worden, de docent ontlast worden, en daarmee de weerstand tegen invoering van bewegend leren verminderd worden. Het samenwerkingsverband verbindt serious game design, cognitieve training van kinderen én motorische ontwikkeling en dat is uniek. Voor de game-design partners levert dit waardevolle kennis op voor het ontwikkelen van exergames die goed geworteld zijn in het onderwijs. Voor de ontwikkeling van de adaptieve games wordt ingezet op een user-centered designproces waarbij co-creatie sessies met vakleerkrachten en game designers een belangrijke rol spelen. De beoogde resultaten zijn (1) een prototype waarmee bewegingen kunnen worden gemonitord en inzichtelijk gemaakt voor de leerkracht; (2) Enkele prototypes van adaptieve games die kinderen nieuwe motorische vaardigheden leren terwijl ze een automatiseringstaak uitvoeren; en (3) Ontwerp- en implementatierichtlijnen voor deze games in de dagelijkse onderwijspraktijk. Het geheel is een proof of concept die game designers in staat stelt om een slimme en adaptieve exergames te maken voor bewegend leren.