When it comes to hard to solve problems, the significance of situational knowledge construction and network coordination must not be underrated. Professional deliberation is directed toward understanding, acting and analysis. We need smart and flexible ways to direct systems information from practice to network reflection, and to guide results from network consultation to practice. This article presents a case study proposal, as follow-up to a recent dissertation about online simulation gaming for youth care network exchange (Van Haaster, 2014).
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Shared Vision Planning (SVP) is a collaborative approach to water (resource) management that combines three practices: (1) traditional water resources planning; (2) structured participation of stakeholders; (3) (collaborative) computer modeling and simulation. The authors argue that there are ample opportunities for learning and innovation in SVP when we look at it as a form of Policy Analysis (PA) in a multi-actor context. SVP faces three classic PA dilemmas: (1) the role of experts and scientific knowledge in policymaking; (2) The design and management of participatory and interactive planning processes; and (3) the (ab)use of computer models and simulations in (multi actor) policymaking. In dealing with these dilemmas, SVP can benefit from looking at the richness of PA methodology, such as for stakeholder analysis and process management. And it can innovate by incorporating some of the rapid developments now taking place in the field of (serious) gaming and simulation (S&G) for policy analysis. In return, the principles, methods, and case studies of SVP can significantly enhance how we perform PA for multi-actor water (resource) management.
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Hoofdstuk in Frontiers in Gaming Simulation. Design thinking, design methodology and design science gain much attention in the domain of gaming and simulation and their theories offer parallels to knowledge exchange in youth care services. Design science research covers context independent engineering and constructionist creativity in pursuit of general values and is built on the synthesis of what already exits and of what might be. Design thinking and design methodology address questions that show similarities to youth care problem solving and future scenario development. The core business of youth care workers is to support positive change and to develop beneficial opportunities for child-rearing. Effective knowledge exchange in networks is the key to successful intervention and simulation gaming might help to study its processes and outcomes, however, we need appropriate validation tools and methods. The author argues that the design and analytical sciences complement each other in research of network exchange. Analytical approaches might develop and test theories about knowledge acquisition and transfer, while design approaches could enhance the exchange of situational, interactional, and interventional expertise. This proposition is explored in a multiple case study in which an analysis tool has been used to structure and study knowledge exchange in youth care networks through simulation gaming.
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Deployment and management of environmental infrastructures, such as charging infrastructure for Electric Vehicles (EV), is a challenging task. For policy makers, it is particularly difficult to estimate the capacity of current deployed public charging infrastructure for a given EV user population. While data analysis of charging data has shown added value for monitoring EV systems, it is not valid to linearly extrapolate charging infrastructure performance when increasing population size.We developed a data-driven agent-based model that can explore future scenarios to identify non-trivial dynamics that may be caused by EV user interaction, such as competition or collaboration, and that may affect performance metrics. We validated the model by comparing EV user activity patterns in time and space.We performed stress tests on the 4 largest cities the Netherlands to explore the capacity of the existing charging network. Our results demonstrate that (i) a non-linear relation exists between system utilization and inconvenience even at the base case; (ii) from 2.5x current population, the occupancy of non-habitual charging increases at the expense of habitual users, leading to an expected decline of occupancy for habitual users; and (iii) from a ratio of 0.6 non-habitual users to habitual users competition effects intensify. For the infrastructure to which the stress test is applied, a ratio of approximately 0.6 may indicate a maximum allowed ratio that balances performance with inconvenience. For policy makers, this implies that when they see diminishing marginal performance of KPIs in their monitoring reports, they should be aware of potential exponential increase of inconvenience for EV users.
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Background: Revealing tacit knowledge often is seen as very valuable for organizations, although it is usually challenging to enunciate and share this type of knowledge. Methods: This study uses a participatory design and the application of a board gaming simulation as instruments to extract tacit knowledge. To illustrate this application, the gaming simulation is played with entrepreneurs from horticulture. Horticulture represents a complex social system where tacit knowledge plays a major role in the trade process. A participatory design process is used to explore whether the design and play of gaming simulations enable participants to explicate their tacit knowledge. Participants’ participation in designing the gaming simulation explicated that reconstructing reality was a prerequisite for their commitment. Results: The results from playing simulation sessions show that participants were able to: (1) narrow down the anecdotic behaviour to a few factors; (2) to structure these factors; (3) explore how these factors relate to trade barriers and (4) to explain which tactics are applied to foster trade. Conclusion: The educational value of this study is that it helped entrepreneurs in understanding complex real-life situations.
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The authors present and discuss the conceptual and technical design of the game Marine Spatial Planning (MSP) Challenge 2050, developed with and for the Netherlands’ ministry of Infrastructure and Environment. The main question in this paper is: What constitutes the socio-technical complexity of marine areas and how can it be translated into a simulation model for serious game-play with marine spatial planners? MSP Challenge 2050 was launched in March 2014 in a two day session with twenty marine planners from six countries. It aims to initiate and support MSP in the various Atlantic regions by bringing policy-makers, stakeholders, scientists together in a ‘playful’ but realistic and meaningful environment. In the North Sea edition of the game, six countries make and implement plans for this sea basin over a period of 35 years, with cumulative effects of their sectoral and national decisions emerging. The authors conclude that the combined and iterative use of complexity modelling and gaming is effective from the perspectives of design (development of a MSP model), research (insight acquired on MSP) and policy (policy-oriented learning and analysis for MSP). Further development and global dissemination of MSP Challenge 2050, as well as research and data collection, is foreseen.
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his paper develops a new, broader, and more realistic lens to study (lacking) linkages between government policy and school practices. Drawing on recent work in organization theory, we advance notions on cluster of organization routines and the logic of complementarities underlying organizational change. This lens allows looking at how schools do (not) change a cluster of organization routines in response to multiple, simultaneous demands posed by government policies. Thirteen purposively selected Dutch secondary schools responding to three central government policies calling for concurrent change were analyzed, taking the schedule of a school as an exemplary case of a cluster of organization routines. Five distinct responses were distinguished, which can be sorted according to their impact on the whole organization. The study fnds that ten of the thirteen schools did not change anything in response to at least one of the three policies we studied. However, all schools changed their cluster of organization routines, which impacted the whole organization in response to at least one of the three government policies. Therefore, looking at combinations of responses and considering the impact of change on school organizations qualifes ideas about schools being resistant to policy or unwilling to change and improve.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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The need to better understand how to manage the real logistics operations in Schiphol Airport, a strategic hub for the economic development of the Netherlands, created the conditions to develop a project where academia and industry partnered to build a simulation model of the Schiphol Airport Landside operations. This paper presents such a model using discrete-event simulation. Arealistic representation of the open road network of the airport as well as the (un)loading dock capacities and locations of the five ground handlers of Schiphol Airport was developed. Furthermore, to provide practitioners with applicable consolidation and truck-dispatching policies, some easy-to-implement rules are proposed and implemented in the model. Preliminary results from this model show that truck-dispatching policies have a higher impact than consolidation policies in terms of both distances travelled by cooperative logistic operators working within the airport and shipments’ average flow time. Furthermore, the approach presented in this study can be used for studying similar mega-hubs
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The need to better understand how to manage the real logistics operations in Schiphol Airport, a strategic hub for the economic development of the Netherlands, created the conditions to develop a project where academia and industry partnered to build a simulation model of the Schiphol Airport Landside operations. This paper presents such a model using discrete-event simulation. A realistic representation of the open road network of the airport as well as the (un)loading dock capacities and locations of the five ground handlers of Schiphol Airport was developed. Furthermore, to provide practitioners with applicable consolidation and truck-dispatching policies, some easy-to-implement rules are proposed and implemented in the model. Preliminary results from this model show that truck-dispatching policies have a higher impact than consolidation policies in terms of both distance travelled by cooperative logistic operators working within the airport and shipments’ average flow time. Furthermore, the approach presented in this study can be used for studying similar megahubs.
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