2006
DOI: 10.1177/1046878106287943
|View full text |Cite
|
Sign up to set email alerts
|

A framework for artifact assessment and theory testing

Abstract: Those who are involved in research in gaming and simulation find themselves in a dual position. One reason for this duality relates to the fact that researchers in gaming and simulation represent two distinct branches of science: the design and analytical sciences. The basic idea of the design sciences is to build and assess artifacts. The scientific method of the analytical sciences aims at developing and testing theories. Both pay attention to different notions of causality and apply different criteria of su… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
35
0

Year Published

2009
2009
2021
2021

Publication Types

Select...
4
4

Relationship

0
8

Authors

Journals

citations
Cited by 43 publications
(35 citation statements)
references
References 16 publications
0
35
0
Order By: Relevance
“…NTMs are devices in which the transformation of x into y is highly dependent on history, time and context and in which the device itself changes as a result of x. Social systems, consisting of adaptable and interdependent human beings, are perfect examples of NTMs (Klabbers, 2006). Here, how x is transformed into y, becomes highly relevant and the researcher thus needs to open up the black box (Von Foerster, 1984).…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…NTMs are devices in which the transformation of x into y is highly dependent on history, time and context and in which the device itself changes as a result of x. Social systems, consisting of adaptable and interdependent human beings, are perfect examples of NTMs (Klabbers, 2006). Here, how x is transformed into y, becomes highly relevant and the researcher thus needs to open up the black box (Von Foerster, 1984).…”
Section: Methodsmentioning
confidence: 99%
“…If we wish to structure a debriefing, and thus make the debriefing a design consideration as proposed by Crookall (2010), we should inform this process with the peculiarities of the context in which the simulation is employed. As Klabbers (2006) stated, the goal of a gaming simulation (DIS) should serve the meta-goal of DIL processes. Kriz and Hense (2006) sought to combine these two design processes by linking common applications of gaming simulation to Greif and Kurtz' (1996) model of organizational development.…”
Section: Gaming Simulation For Researchmentioning
confidence: 99%
“…However, to support the design of engaging video games, more knowledge is needed of the constituents of the experience of engagement and on the game features that promote it. Further, the use of formal models in the design and evaluation of video games is considered increasingly important (Grünvogel 2005;Klabbers 2006). Models are able to make explicit the success factors across a variety of games as well as players' subjective experiences that are important in play.…”
Section: Introductionmentioning
confidence: 99%
“…The concept of roles, rules, objectives and constraints are based on Gibbs' (1974) definition of the structure of simulation games. The characteristics and use of simulation games to understand complex systems and situations are also well described by Klabbers (2006). The term 'load' is based on Wenzler's (2003) work on the transformational capacity of simulation games.…”
Section: Conceptual Model For Game Designmentioning
confidence: 99%