{"title":"Encouraging leaders’ adaptation to new leadership styles using gaming benefits","authors":"M. Schijven, T. Kikkawa","doi":"10.1177/10468781241261502","DOIUrl":"https://doi.org/10.1177/10468781241261502","url":null,"abstract":"","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"5 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141266565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Simulating Civil Society in the Middle East and North Africa (MENA): Fog, Friction, and the Lebanese Port Explosion","authors":"Nadya Hajj","doi":"10.1177/10468781241259802","DOIUrl":"https://doi.org/10.1177/10468781241259802","url":null,"abstract":"Though the effects of fog and friction on decision-making are frequently simulated in military settings, they are less frequently extended to non-military and non-governmental MENA spaces. This article provides a description and evaluation of a disaster simulation rooted in the real-world event of the August 4, 2020 Lebanese port explosion. The aim of the simulation is to prompt student learning of the decision-making dynamics of CSOs amidst fog and friction in democratizing MENA spaces. A brief overview of the Lebanon-CSO landscape is provided. As part of their ruling strategy, sectarian elites engineer fog and friction to co-opt and fragment CSOs. This complex power sharing milieu creates dilemmas for CSOs. The simulation was designed for an entire classroom of students to experience the fog and friction in decision-making that CSOs encounter in MENA conditions of limited resources and urgent humanitarian need. Student learning, framed by Bloom’s taxonomy of levels of intellectual behavior, was assessed using qualitative entry and exit classroom surveys based on three iterations of the simulation. Qualitative interpretive content analysis was used to categorize survey responses. The sample is not statistically significant given the small class sizes at the College. The study serves as an initial exploration for assessing the promising pedagogical benefits of the Lebanon port explosion simulation. Before the simulation, students had knowledge and understanding of CSOs, democratization, and the Lebanese context. After the simulation, student surveys yielded results that evidenced higher- ordered learning. Students discovered the challenge of applying their knowledge of Lebanese CSOs amidst fog. Next, the panel stress- testing and critical reflection essay exercises prompted an analysis and evaluation of CSOs as weak or fraught vehicles for democratization in the region. In sum, fog and friction prompted students to experience and learn how CSOs may subvert democratization in the MENA despite intentions to “do good.” The Lebanon port explosion survey data indicate the value of simulations as “experience vehicles” that may push students to higher orders of abstracted thinking about CSOs in the MENA. Coupled with historical knowledge of co-optation and fragmentation strategies of elites vis-à-vis CSOs in Lebanon, the classroom simulation experience provided a low-cost and high-reward learning opportunity for students to grapple with the constraints and consequences of fog and friction on CSO decision-making.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"33 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141273021","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Agnessa Spanellis, J. Harviainen, Daniel Fernández Galeote, Mattia Thibault
{"title":"Editorial: Gamification for Sustainable Development","authors":"Agnessa Spanellis, J. Harviainen, Daniel Fernández Galeote, Mattia Thibault","doi":"10.1177/10468781241249324","DOIUrl":"https://doi.org/10.1177/10468781241249324","url":null,"abstract":"","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"106 13","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140670070","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Measuring the Level of Fidelity Required for Transfer of Learning in Simulation-Based Learning Exercises for Novice and Experienced Practitioners","authors":"A. Davies, Ghaleb Krame","doi":"10.1177/10468781241241548","DOIUrl":"https://doi.org/10.1177/10468781241241548","url":null,"abstract":"An acknowledged conundrum which exists for designers of simulation-based learning exercises centres on how much fidelity is required to aid transfer of learning from the classroom to the field of application and what is the influence of the learner’s practitioner experience. This article presents the findings from a study which explored the way in which fidelity influences the sense of immersion and learning transfer experienced by novice and experienced practitioners in technology-assisted simulation-based learning exercises. Two different technology-assisted simulation-based learning exercises were explored employing participant surveys and interviews. The central aim of the exercises, conducted by an Australian police agency was the development of decision-making skills for high-risk and high-stakes situations. Case one centred on public order management for highly experienced senior police and Case Two was a judgmental use-of-force simulation for novice police recruits with limited or nil operational experience. The findings indicate experienced practitioners did not suggest a need to actually see a replicated site of the incident with the human and environmental elements and sounds. They relied on their policing experience to build their own visualization of the situation. It is the combination of this personal visualization with the psychological factors of the simulated incident which created a realistic environment for these experienced practitioners. For the novice practitioners – they relied on the simulation exercise and environmental features to be as realistic and extensive as possible in order to experience immersion and presence. This study supports the suggestion that measuring how much fidelity is enough or too much is complex, and a unit of measurement could reasonably be identified as determining the balance of physical and psychological fidelity, informed by the field-based experience of the participants, which will support learning transfer from the classroom (or simulated environment) to the field of operation.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"108 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140370429","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Lim, A. Bizzego, SH Annabel Chen, Gianluca Esposito
{"title":"Openness to Experience Predicts Engagement in Role-Play: Evidence From Two Methodologies","authors":"M. Lim, A. Bizzego, SH Annabel Chen, Gianluca Esposito","doi":"10.1177/10468781241239741","DOIUrl":"https://doi.org/10.1177/10468781241239741","url":null,"abstract":"Role-play, or the transient embodiment of a different role from one’s own, is a uniquely human activity that permeates many aspects of life. However, what psychosocial factors is one’s involvement in role-play associated with? Current role-play research tends to focus on limited variables and is partially marred by negative perception towards role-play in the context of online gaming. Nonetheless, it is undeniable that role-play has potential to elicit psychosocial benefits, including improvements in empathy, resilience, and self-esteem, as well as the amelioration of psychopathology. Therefore, the present study conducts a large-scale survey to identify significant psychosocial benefits that are associated with the individual’s engagement in role-play activities. Background variables such as sociodemographic and personality factors are also included to enhance understanding of types of individuals who engage in role-play. A total of 265 adults were recruited for this study, and data were analyzed using two analytic methods: (1) multiple logistic regression and (2) machine learning, namely support vector machine. Results from both methods agreed that higher openness to experience, a personality factor, significantly increases the likelihood of the individual having reported previous role-play experience. While findings remain inconclusive regarding associated psychosocial benefits of role-play, results suggest significant predisposing factors that shape the individual’s tendency to engage in role-play activities. The present study provides a large-scale investigation into a wide scope of psychosocial and predisposing factors associated with the individual’s role-play experience. Using two analytic methodologies, it was found that there are significant predisposing personality traits that increase the likelihood of the individual engaging in role-play activities.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"115 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140370703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment","authors":"Mohammed Mohammed, Amal Fatemah, Lobna Hassan","doi":"10.1177/10468781241237389","DOIUrl":"https://doi.org/10.1177/10468781241237389","url":null,"abstract":"Gamification research and practice have gained popularity, but there is a lack of experimental and field evidence regarding the effectiveness of specific design elements and their use contexts especially in developing countries. This research aimed to measure the effect of gamifying digital learning environments and compare the effects of badges and leaderboards on the development of cognitive and achievement motivation of elementary school students. A gamified environment focused on the circulatory system and employing interactive storytelling was developed. It was tested through an in-field experiment at an elementary school in Egypt. The research sample was of 30 students in the 5th grade, divided into two equal experimental groups (badges - leaderboard). The results indicated an increase in cognitive and achievement motivation among students in both experimental groups. However, there were no significant differences in the effects of badges and leaderboards on the cognitive and achievement motivations of the participants in the two experimental groups. These findings suggest that the effects of gamification are more likely due to the holistic design and novelty, rather than the specific use of a specific game element.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"17 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140260942","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How Game Ecology Drives Player Choices in Strategy Video Games: An Environmental Determinism Perspective","authors":"Zihan Feng","doi":"10.1177/10468781241231895","DOIUrl":"https://doi.org/10.1177/10468781241231895","url":null,"abstract":"Recent years have witnessed increasing attention on the study of game ecology, the virtual environments, and underlying mechanics within games. Yet, these studies often focus on the active role that players have in changing game ecology, while overlooking the reciprocal influence between game ecology and players. This study investigates the potential impact of game ecology on player choices from an environmental determinism perspective—the development of humanity is shaped by the physical environment. This new perspective is substantiated by a case study of two strategy games, Sid Meier's Civilization VI and Humankind, using an immersive-participatory method to analyze their game mechanics. This study identifies four major forms of game mechanics that use game ecology to influence player choices: spatial constraints, movement modifiers, uncommon events, and dynamic indexes. This study discusses how the identified game mechanics reflect environmental determinism and contrast with the conventional ideology of cultural determinism. Additionally, environmental determinism in video games, derived from a broader social background, is constantly evolving into new forms. This study introduces a new perspective of environmental determinism for analyzing the interaction between game ecology and players. This approach has the potential to offer valuable insights into guiding future game design and research endeavors.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"465 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139860324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How Game Ecology Drives Player Choices in Strategy Video Games: An Environmental Determinism Perspective","authors":"Zihan Feng","doi":"10.1177/10468781241231895","DOIUrl":"https://doi.org/10.1177/10468781241231895","url":null,"abstract":"Recent years have witnessed increasing attention on the study of game ecology, the virtual environments, and underlying mechanics within games. Yet, these studies often focus on the active role that players have in changing game ecology, while overlooking the reciprocal influence between game ecology and players. This study investigates the potential impact of game ecology on player choices from an environmental determinism perspective—the development of humanity is shaped by the physical environment. This new perspective is substantiated by a case study of two strategy games, Sid Meier's Civilization VI and Humankind, using an immersive-participatory method to analyze their game mechanics. This study identifies four major forms of game mechanics that use game ecology to influence player choices: spatial constraints, movement modifiers, uncommon events, and dynamic indexes. This study discusses how the identified game mechanics reflect environmental determinism and contrast with the conventional ideology of cultural determinism. Additionally, environmental determinism in video games, derived from a broader social background, is constantly evolving into new forms. This study introduces a new perspective of environmental determinism for analyzing the interaction between game ecology and players. This approach has the potential to offer valuable insights into guiding future game design and research endeavors.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"57 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139800538","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Personnel Training for Common Facility Management Issues in Thermal-Energy-Storage Chiller Plant using a Serious 3D Game","authors":"Mirza Rayana Sanzana, Mostafa Osama Mostafa Abdulrazic, Jing Ying Wong, Chun-Chieh Yip","doi":"10.1177/10468781241232594","DOIUrl":"https://doi.org/10.1177/10468781241232594","url":null,"abstract":"This study introduces an innovative personnel training method for facility management and maintenance of Thermal-Energy-Storage (TES) chiller plants using a serious 3D game. Training games can improve the decision-making of personnel where they can learn to deal with management of TES chiller plants in the context of this study in an active learning approach. The research aims to investigate the effectiveness of an immersive learning experience with computerized simulation and synthetic task environments as a training game for facility managers. The serious 3D game adopts a first-person perspective, allowing players to assume the role of a facility manager and actively learn how to address maintenance issues commonly encountered in chiller plants. The study implemented a first-person-based serious 3D game centered around a TES chiller plant. Participants, in the role of facility managers, engaged with the game and followed instructions to gain practical knowledge in managing maintenance issues within a controlled and simulated setting. The findings demonstrate increased engagement and interest among personnel when learning how to manage chiller plant issues within a serious 3D game environment. Notably, personnel experienced reduced pressure compared to real-life scenarios, as they navigated the challenges without the presence of a supervisor. The study’s limitations include a higher proportion of male participants in the qualitative content analysis, which may affect the generalizability of the findings. Additionally, the absence of a control group limits the ability to make direct comparisons with traditional training methods. The results suggest that serious 3D games hold potential as an effective training tool for facility management and maintenance personnel. By engaging in active training within simulated and synthetic task environments, personnel can enhance their skills and decision-making capabilities. However, further research with a more diverse participant sample and a control group is warranted to fully evaluate the effectiveness of this innovative personnel training approach.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"45 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139869999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Personnel Training for Common Facility Management Issues in Thermal-Energy-Storage Chiller Plant using a Serious 3D Game","authors":"Mirza Rayana Sanzana, Mostafa Osama Mostafa Abdulrazic, Jing Ying Wong, Chun-Chieh Yip","doi":"10.1177/10468781241232594","DOIUrl":"https://doi.org/10.1177/10468781241232594","url":null,"abstract":"This study introduces an innovative personnel training method for facility management and maintenance of Thermal-Energy-Storage (TES) chiller plants using a serious 3D game. Training games can improve the decision-making of personnel where they can learn to deal with management of TES chiller plants in the context of this study in an active learning approach. The research aims to investigate the effectiveness of an immersive learning experience with computerized simulation and synthetic task environments as a training game for facility managers. The serious 3D game adopts a first-person perspective, allowing players to assume the role of a facility manager and actively learn how to address maintenance issues commonly encountered in chiller plants. The study implemented a first-person-based serious 3D game centered around a TES chiller plant. Participants, in the role of facility managers, engaged with the game and followed instructions to gain practical knowledge in managing maintenance issues within a controlled and simulated setting. The findings demonstrate increased engagement and interest among personnel when learning how to manage chiller plant issues within a serious 3D game environment. Notably, personnel experienced reduced pressure compared to real-life scenarios, as they navigated the challenges without the presence of a supervisor. The study’s limitations include a higher proportion of male participants in the qualitative content analysis, which may affect the generalizability of the findings. Additionally, the absence of a control group limits the ability to make direct comparisons with traditional training methods. The results suggest that serious 3D games hold potential as an effective training tool for facility management and maintenance personnel. By engaging in active training within simulated and synthetic task environments, personnel can enhance their skills and decision-making capabilities. However, further research with a more diverse participant sample and a control group is warranted to fully evaluate the effectiveness of this innovative personnel training approach.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"180 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139809821","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}