Development of Business Simulation Game with Use of Design Science Research

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10711)

Abstract

This paper focuses on the use of design science research methodology for simulation game development. The First part describes the theoretical background for using such a technique, the Second reports on a post-mortem of the development process. We provide a short analysis of the similarity between existing business simulations and video games. The result of this research is our own model of the interrelations in game elements that can help evoke engagement and strengthen user experience of played game.

Keywords

Game design Business simulation User experience 

References

  1. ALEAS Simulations. https://www.fligby.com. Accessed 05 Dec 2017
  2. Alvarez, J., Rampnoux, O.: Serious game: just a question of posture? In: Artificial and Ambient Intelligence, AISB 2007, UK (2007)Google Scholar
  3. Chen, S., Michael, D.: Serious Games: Games that Educate, Train and Inform. Thomson Course Technology, USA (2005)Google Scholar
  4. Dickey, M.D.: Engaging by design: how engagement strategies in popular computer and video games can inform instructional design. Educ. Technol. Res. Dev. 53(2), 67–83 (2005)CrossRefGoogle Scholar
  5. Djaouti, D., Alvarez, J., Jessel, J.-P.: Classifying serious games: the G/P/S model (2011). http://www.ludoscience.com/files/ressources/classifying_serious_games.pdf. Accessed 26 Feb 2016
  6. Hamari, J., Eranti, V.: Framework for designing and evaluating game achievements. In: DiGRA Conference (2011)Google Scholar
  7. Innovative Learning Solutions. https://www.marketplace-simulation.com. Accessed 05 Dec 2017
  8. Lambert, S.: Form Follows Function?. Victoria and Albert Museum, London (1993)Google Scholar
  9. Kaplan, R.S., Norton, D.P.: Using the balanced scorecard as a strategic management system. Harvard Bus. Rev. 74(1), 75–85 (1996)Google Scholar
  10. Klabbers, J.H.G.: Gaming and simulation: principles of a science of design. Simul. Gaming 34, 569–591 (2003)CrossRefGoogle Scholar
  11. Klabbers, J.H.G.: A framework for artifact assessment and theory testing. Simul. Gaming 37, 155–173 (2006)CrossRefGoogle Scholar
  12. Nintendo Website: The essence of Mario finally put in words. http://iwataasks.nintendo.com/interviews/#/wii/super_mario_galaxy/3/2. Accessed 05 Dec 2017
  13. Raghothama, J., Meijer, S.A.: A review of gaming simulation in transportation. In: Meijer, S.A., Smeds, R. (eds.) ISAGA 2013. LNCS, vol. 8264, pp. 237–244. Springer, Cham (2014).  https://doi.org/10.1007/978-3-319-04954-0_28CrossRefGoogle Scholar
  14. Schell, J.: The Art of Game Design. A Book of Lenses, 2nd edn. CRC Press, Boca Raton (2015)Google Scholar
  15. TATA Interactive Systems. http://topsim.tatainteractive.com/. Accessed 05 Dec 2017
  16. Van Aken, J.E.: Management research as a design science: articulating the research products of mode 2 knowledge production in management. Br. J. Manag. 16(1), 19–36 (2005)CrossRefGoogle Scholar
  17. Von Alan, R.H., March, S.T., Park, J., Ram, S.: Design science in information systems research. MIS Q. 28(1), 75–105 (2004)CrossRefGoogle Scholar
  18. Woods, S.: Loading the dice: the challenge of serious videogames. Game Stud. 4(1) (2004). http://www.gamestudies.org/0401/woods/. Accessed 26 Feb 2016
  19. Wolfe, J., Crookall, D.: Developing a scientific knowledge of simulation/gaming. Simul. Gaming 29, 7–19 (1998)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Kozminski UniversityWarsawPoland
  2. 2.Poznan University of Economics and BusinessPoznanPoland

Personalised recommendations