In Western Europe, cities that host International Organizations (IOs) have to deal with more and more competition. The last decade many IOs settled in Eastern European and Asian countries. Distributing IOs over several cities in Europe for reasons of political balance and give-and-take among governments play a role in these decisions. However, public policy networks are more and more operational in these negotiations. Apart from the political and administrative actors, others – as private actors and external lobbyists – play a role as well. This often leads to increased complexity and ineffective decisions. This paper examines four cases in which political gameplay influenced the location decision-making of IOs in The Hague and Geneva. First, I will introduce the subject, research method and the four cases. Second, I will discuss how public policy networks are increasingly complicating factors to the settling processes of IOs. Third, a reconstruction of the settlement processes of four IOs will illustrate this.
This study furthers game-based learning for circular business model innovation (CBMI), the complex, dynamic process of designing business models according to the circular economy principles. The study explores how game-play in an educational setting affects learning progress on the level of business model elements and from the perspective of six learning categories. We experimented with two student groups using our game education package Re-Organise. All students first studied a reader and a game role description and then filled out a circular business model canvas and a learning reflection. The first group, i.e., the game group, updated the canvas and the reflection in an interactive tutorial after gameplay. The control group submitted their updated canvas and reflection directly after the interactive tutorial without playing the game. The results were analyzed using text-mining and qualitative methods such as word co-occurrence and sentiment polarity. The game group created richer business models (using more waste processing technologies) and reflections with stronger sentiments toward the learning experience. Our detailed study results (i.e., per business model element and learning category) enhance understanding of game-based learning for circular business model innovation while providing directions for improving serious games and accompanying educational packages.
MULTIFILE
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.