Abstract
In the preceding chapters different games have been presented, and a “road map” was introduced in the first chapter to serve as a guide for the reader to select one or more games suitable for a specific teaching situation. The games may also have inspired to suggest an alternative game be developed, or that one of the games be augmented. This paper sets forth to present a framework for designing a game. The overall design process is described in terms of four steps, respectively initializing, design, engineering and use. The initializing step includes the specification of requirements for simple games. The elements of a simulation game are introduced which may serve as a useful checklist during the design process. The design of games leads to a game concept Defining roles and role playing in the game is an important part of the design and engineering step.
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Cathy Stein Greenblat & Richard D. Duke: Principles and Practices of Gaming-Simulation. Sage Publications, London 1981
Morry van Ments: The effective use of role-play. A handbook for teachers and trainers. Kogan Page, London 1983
Hans Mikkelsen, Lars Mitens, Jens O. Riffs: Simple Company adapted games for the development of productionmanagement (in Danish). Dept. of Production, Aalborg University 1990.
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© 1995 IFIP International Federation for Information Processing
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Riis, J.O., Johansen, J., Mikkelsen, H. (1995). Design of simulation games. In: Riis, J.O. (eds) Simulation Games and Learning in Production Management. APMS 1994. IFIP Advances in Information and Communication Technology. Springer, Boston, MA. https://doi.org/10.1007/978-1-5041-2870-4_19
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DOI: https://doi.org/10.1007/978-1-5041-2870-4_19
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