Types
0Instelling
24Bestandstype
9Taal
5Publicatiejaar
12Thema's
14Producttype
14Publicaties met bestand / URL
2Projectstatus
3Op 20 januari 2022 sprak mr. dr. Bart Wernaart zijn lectorale rede “Building value-based technology together" uit. Aansluitend werd Bart geïnstalleerd als lector Moral Design Strategy binnen Fontys Hogeschool Economie en Communicatie. Op deze website een verslag van alle onderdelen van die dag.
LINK
This paper presents the results of an evaluation of a technology-supported leisure game for people with dementia in relation to the stimulation of social behavior.
DOCUMENT
For organizations that use IT systems in their primary business or as support of their business processes, optimal alignment between the business strategy and their business information technology (BIT) is critical. However, achieving business information technology alignment remains challenging due to the vast number of choices one has to make. Firstly, one has to choose from a large number of potential BIT practices. Secondly, one has to choose BIT practices that align with the business strategy. Thirdly, one has to understand the dynamics of combining multiple BIT practices. And, finally, as business strategy and BIT practices evolve, one needs to consider the long-term alignment as this has significant consequences for both the business strategy and the overall enterprise architecture. These intricacies of alignment mirror the challenges apparent in other business strategy-practice alignment domains. An example is human resource management and strategy alignment for which a simulation model and serious game has been developed in prior research. Here, we build upon this prior research. In BITInLine players have to select a set of BIT practices with the best strategy fit from a list of 48 different BIT practices. The challenge is to select a combination of practices over multiple consecutive simulated years (rounds within the game) that align to the organisations’ strategic profile, and adapt to the outcomes of the choices made in previous years. Practices in the game are clustered around six key BIT topics emerging from the strategic alignment and enterprise architecture disciplines: (1) service strategy, (2) information & data strategy, (3) platform & application strategy, (4) Infrastructure strategy, (5) security strategy, and (6) operations and performance. In BITInLine feedback on the BITA and the deviation from the desired strategic profile is presented after each round (representing a year of using the selected practices). Using BITInLine, players can experiment with, and in doing so learn from, selecting multiple combinations of BIT practices and experience the outcome of their choices in terms of BITA over multiple simulated years, while adapting their choice of practices to the situation at hand. In the current paper the serious game (re)design to create BITInLine and an initial trial run will be presented.
MULTIFILE
Aim. Although cultural dimensions theory is a topical strand of quantitative cultural research, few intercultural simulation games use it. We present the design and review of the application of OASISTAN, an intercultural role-playing simulation game that is specifically based on cultural dimensions theory. Method. OASISTAN was first designed in 1999 for use in Master’s courses on cross-cultural management at Delft University of Technology in the Netherlands, attracting 20-23 year old students with a Bachelor degree in engineering and from various cultural backgrounds. Since its first design the game has been played approximately 45 times at Delft University of Technology in the Netherlands and three times at Harbin Institute of Technology in China in the years 2006-2008. We reviewed their experiences designing and facilitating OASISTAN since 1999. Results. The game has a no-tech role-play design and revolves around the geopolitically complex region of the Caspian Sea, specifically the fictional country of ‘Oasistan’. The game consists of students forming small teams of Oasistani, Western and non-Western public/private actors collaborating with each other to try and reach the common goal of oil exploration and production in this country. In total 15-30 students were involved. We found that OASISTAN allowed its players not only to intensely experience the difficulty and awkwardness of being confronted with cultural differences, but also to interpret and understand these differences through cultural dimensions. Students who played OASISTAN identified ten out of the 12 dimensions by Maleki and De Jong. The two dimensions that students were not able to identify are uncertainty avoidance and collaborativeness. Conclusion. OASISTAN shows how a game design field (i.e., intercultural simulation gaming) can be reinvigorated in light of new or updated scientific theories pertaining to the field’s subject matter (i.e., cultural dimensions). Several opportunities for future research are identified.
MULTIFILE
Design and development practitioners such as those in game development often have difficulty comprehending and adhering to the European General Data Protection Regulation (GDPR), especially when designing in a private sensitive way. Inadequate understanding of how to apply the GDPR in the game development process can lead to one of two consequences: 1. inadvertently violating the GDPR with sizeable fines as potential penalties; or 2. avoiding the use of user data entirely. In this paper, we present our work on designing and evaluating the “GDPR Pitstop tool”, a gamified questionnaire developed to empower game developers and designers to increase legal awareness of GDPR laws in a relatable and accessible manner. The GDPR Pitstop tool was developed with a user-centered approach and in close contact with stakeholders, including practitioners from game development, legal experts and communication and design experts. Three design choices worked for this target group: 1. Careful crafting of the language of the questions; 2. a flexible structure; and 3. a playful design. By combining these three elements into the GDPR Pitstop tool, GDPR awareness within the gaming industry can be improved upon and game developers and designers can be empowered to use user data in a GDPR compliant manner. Additionally, this approach can be scaled to confront other tricky issues faced by design professionals such as privacy by design.
LINK
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be implemented in serious gaming in a way that assures content validity. The core of the authors’ validation method entails mapping learning activities (as contained in the game scenario) on performance indicators and outputs (as derived from formal attainment levels). They present how they have elaborated and applied the method for an assessment game for ICT managers in secondary vocational education. They describe the procedure and extent to which this assessment is content-valid compared to face-to-face assessment.
LINK
In this paper, we present a multiple-site case study to illustrate the similarities and differences in cultural game jam design with youth in situated research contexts. The aim is to provide the reader with an insight into the problem space, jam design, outcomes and opportunities of a set of linked, yet individual, studies from several different contexts and countries. The cases provide a platform to think about how game jam studies might be collectively reported and evaluated even when they are carried out in different ways. The contribution is an illustration of differentiated replication in multiple cultural game jam studies with youth in different countries. The reflections on replication and differentiation is of interest for cultural game jam activities to empower youth’s cultural participation through technology design.
DOCUMENT
The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
LINK
Recent years have witnessed a rise in Game Jams - organized events to create playable prototypes in a very short time frame. Game Jams offer a unique and quick way to prototype games. Beyond that, we believe Game Jams can also be seen as a design research method, situated in the research-through-design tradition, to create knowledge in a fast-paced, collaborative environment. The goal of this Game Jam is thus twofold: first, participants will use the Game Jam approach to investigate a research question; second, participants can, through actual practice, identify advantages and disadvantages of Game Jams as a research method. Hereby the Game Jam workshop provides a unique opportunity for HCI practitioners and researchers to gain experience in applying game-oriented methods for research.
DOCUMENT
An increasing number of studies support a mediating influence of personality on video-game preferences and player experiences, and in particular, traits associated with playfulness, such as extraversion. Educational institutions, however, tend to reward serious personality traits, such as conscientiousness. Aim.To discern how students respond to Game-Based Learning (GBL) in the classroom, and to understand if and how conscientiousness mediates GBL, we performed a field study at a leading university of technology in northeast China. Method. In May 2019, 60 bachelor and executive students in public-administration studies consecutively played two digital serious games, TEAMUP (multiplayer) and DEMOCRACY3 (single player). Data accrued through surveys with pregame measurements of personality (conscientiousness), mediating factors (motivation, player experience), learning effectiveness (cognitive and non-cognitive learning), and GBL acceptance. Results. Analysis showed a strong overall learning effect for both games. Conscientiousness significantly related to cognitive learning in both games and noncognitive learning in the multiplayer game only. Conscientiousness also significantly related to player experiences in the multiplayer game. Furthermore, the conscientiousness facet of perfectionism was a dominant factor in player experience and learning. We discuss the findings in light of several aspects around GBL that require more attention and research, especially that, alongside other factors, conscientiousness may be an important dimension to consider in the design and implementation of GBL in education, and GBL can have a positive role in the modernization of education in non-Western countries
DOCUMENT