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  • 1.
    Bellotti, Francesco
    et al.
    Univ Genoa, DITEN, Genoa, Italy..
    Berta, Riccardo
    Univ Genoa, DITEN, Genoa, Italy..
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. LBIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany..
    Gentile, Manuel
    Natl Res Council Italy, Inst Educ Technol, Palermo, Italy..
    Jeuring, Johan
    Univ Utrecht, Dept Informat & Comp Sci, Utrecht, Netherlands..
    Schottman, Iza Marfisi
    Le Mans Univ, Le Mans, France..
    Ninaus, Manuel
    Karl Franzens Univ Graz, Inst Psychol, Graz, Austria..
    Veltkamp, Remco
    Univ Utrecht, Dept Informat & Comp Sci, Utrecht, Netherlands..
    Wanick, Vanissa
    Univ Southampton, Winchester Sch Art, Southampton, England..
    Alessandro De Gloria-1955-20232023In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 10, no 1, p. 2-3Article in journal (Other academic)
  • 2.
    De Rosa, Francesca
    et al.
    Ctr Adv Pathogen Threat & Response Simulat, Austin, TX 78701 USA..
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Dondio, Pierpaolo
    TU Dublin, Sch Comp Sci, Dublin, Ireland..
    Marfisi-Schottman, Iza
    Univ Mans, Le Mans, France..
    Romero, Margarida
    Univ Cote dAzur, Nice, France..
    Bellotti, Francesco
    Univ Genoa, Genoa, Italy..
    Introduction to the Special Issue on GaLA Conf 20212022In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 9, no 3, p. 3-4Article in journal (Other academic)
  • 3.
    Grudpan, Supara
    et al.
    Univ Bremen, Digital Media Lab, TZI, Bremen, Germany.;Chiang Mai Univ, Chiang Mai, Thailand..
    Samarnggoon, Keattikorn
    Chiang Mai Univ, Chiang Mai, Thailand..
    Hauge, Jakob
    BIBA Bremen Inst Prod & Logistics Gmbh, Bremen, Germany..
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. BIBA Bremen Inst Prod & Logistics Gmbh, Bremen, Germany..
    Malaka, Rainer
    Univ Bremen, Digital Media Lab, TZI, Bremen, Germany..
    Towards Transforming Game Premise: Validating an Approach for Developing Cooperative Serious Games2022In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 9, no 3, p. 43-61Article in journal (Refereed)
    Abstract [en]

    The development of cooperative serious games has specific challenges related to enabling players to achieve both gaming and learning goals in a cooperative fashion. The complexity of gameplay and learning objectives leads to the lack of guidance for the systematic development of cooperative serious games (SGs). To overcome the challenges, we propose a systematic approach to utilize elements of entertainment cooperative games to foster player engagement in SGs called "Transforming Game Premise" to overcome the difficulties. A three-phase guideline is proposed for transforming an existing cooperative entertainment game into a cooperative SG. To demonstrate the application of the proposed guideline, we developed a game prototype that follows the guided steps. We validate the guidelines by conducting two user studies. The first study aims at validating the game's effectiveness for learning purposes of a game developed according to our guidelines. The study showed that the developed game supports players in achieving the defined learning objectives. The second study is a qualitative study evaluating game developers' perception of the usability and usefulness of the Transforming Game Premise guideline. The latter study confirms that the proposed guideline is beneficial for systematically developing SGs. However, it also indicates that the guideline still needs more clarity in identifying the relation between game elements and players' interaction/cooperation.

  • 4.
    Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM).
    Guest Editorial2017In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 4, no 2, p. 17-18Article in journal (Refereed)
  • 5.
    Kornevs, Maksims
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM). KTH Royal Inst Technol, Sch Ind Engn & Management, Stockholm, Sweden..
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Gamification of a Procurement Process for Professional Training of Public Servants2019In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 6, no 2, p. 23-37Article in journal (Refereed)
    Abstract [en]

    Implementation and training about changes in a procurement process are complex due to the complexity of the procurement process characterised by the adaptive stakeholder network and continuously changing market rules. Traditional training approaches for procurement split the process into separate steps; however, to be able to assess all training aspects, it is important to have a holistic look at procurement. This work explores how well gamification can address the complexity of the procurement process for training specialists in the road construction sector. A case study is carried out to train new business models for both experienced specialists and new employees. The steps for the development of gamification for training in procurement are shown. A comparison of results from experienced and less experienced participants is presented. The results show the relationships amongst the complexity of the real system, the gamification design and the results of gamification.

  • 6.
    Kornevs, Maksims
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Krishna, Harsha
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Orhan, Ibrahim
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Framework for Using Professional Engineering Tools to Develop Games in Post-Secondary Education2023In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 10, no 1, p. 39-52Article in journal (Refereed)
    Abstract [en]

    Teaching is changing with increasing emphasis on teaching digitally to enable remote learning. While it gives more opportunities to engage students, it also makes it harder to learn professional skills, which is especially important for the engineering field. One problem might be the lack of professional tools for the digital education of engineers. The purpose of this work is to assess the feasibility of creating digital educational games by shaping professional tools themselves as games for post-secondary education, and to develop a framework for such a process. This article demonstrates a case for applying the proposed framework to develop a game for a communication network course using a computer network simulator. The findings of this work highlight the need to create such games in higher education based on professional tools.

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  • 7. Soebke, Heinrich
    et al.
    Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM).
    Stefan, Ioana A.
    Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF)2017In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 4, no 2, p. 39-58Article in journal (Refereed)
    Abstract [en]

    The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive success of games such as Ingress and Pokemon Go made pervasive gaming a viable option for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. Despite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Pervasive Game Design Framework (PGDF) is intended to fill this gap. In this article, we present the PGDF using the example of Ingress. Ingress is a prominent pervasive game, as it has received huge attention since its appearance in 2012. A large community of players and third-party-tool suppliers has created a rich set of experiences since then. In this research, we examine Ingress according to PGDF's categories based on a survey among long-term Ingress players (N= 133). Founded on this analysis we identify three main benefits for Ingress players. Furthermore, we discuss the consequences of these findings on the PGDF. Summarizing, this work strengthens the applicability of the PGDF, in order to enable the construction of enriched pervasive learning experiences.

  • 8.
    Zhang, Chen
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Härenstam, Karin Pukk
    Karolinska Univ Hosp, Pediat Emergency Dept, Huddinge, Sweden..
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Darwich, Adam S.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Serious Gaming of Logistics Management in Pediatric Emergency Medicine2020In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 7, no 1, p. 47-77Article in journal (Refereed)
    Abstract [en]

    Access blocks throughout the entire healthcare system and overcrowding issues are pervasive in many emergency departments where the coordination and strategic management of resources could be supported by serious games and simulations approaches. However, existing studies have not addressed the reciprocal relation between patient inflow and working systems in serious games design in order to reflect the logistical features of an emergency department and to facilitate the players improve the work performance of the system. To address the issue, this paper presents a serious game based on a multi-method simulation approach of complex healthcare processes as well as the game mechanics selected to promote understanding the logistical features of an ED, which points to the next level of conducting simulations or gaming aimed for training decision making skills in operative environments. Results of the experiment confirmed that the serious game encouraged participants to proactively manage the human resources of the emergency department. Certain managerial recommendations can be made: a patient flow multiplier of 120% could lead to a significant erosion of the system's defensive ability; however, proactive anticipation from management is the key for making an emergency organization more resilient.

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