Debriefing in gaming simulation for research: Opening the black box of the non-trivial machine to assess validity and reliability

J. V. D. Hoogen, J. Lo, S. Meijer
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引用次数: 15

Abstract

Gaming simulation allows for experiments with sociotechnical systems and has as such been employed in the railway sector to study the effects of innovations on robustness and punctuality. Systems work as non-trivial machines and the effect of an innovation on a dependent variable is potentially context, time and history dependent. However, several constraints inhibit the use of validity increasing measures such as repeated runs and increasing sample size. Based on a debriefing framework, insights from qualitative process research and six games with Dutch and UK railway traffic operators, we provide a guide on how to assess and increase reliability and validity. The key is for game players, observers and facilitators to open up the black box and thereby assessing how the innovation brought about any changes, if these changes are insensitive to changes in parameters and if the conclusions hold outside the game.
博弈仿真研究述评:打开非平凡机器的黑匣子,评估有效性和可靠性
游戏模拟允许对社会技术系统进行实验,因此已被用于铁路部门研究创新对鲁棒性和准点率的影响。系统就像一台不平凡的机器,创新对因变量的影响可能与环境、时间和历史有关。然而,一些限制限制了效度增加措施的使用,如重复运行和增加样本量。基于汇报框架,定性过程研究的见解以及与荷兰和英国铁路交通运营商的六场游戏,我们提供了如何评估和提高可靠性和有效性的指南。关键在于让游戏玩家、观察者和推动者打开黑盒子,从而评估创新如何带来任何变化,这些变化是否对参数变化不敏感,以及结论是否适用于游戏之外。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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