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  • 1.
    Roungas, Bill
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    A Game Design Framework for Alleviating Negative Emotions of Cancer Patients2021In: SeGAH 2021 - 2021 IEEE 9th International Conference on Serious Games and Applications for Health, Institute of Electrical and Electronics Engineers (IEEE) , 2021Conference paper (Refereed)
    Abstract [en]

    Cancer has been, and still is, one of the most widespread diseases of the last decades, the predominant cause of death in people under the age of 65 in the European Union, and the reason for people to feel fear, shame, loneliness, to name only but a few emotions. The application of games in healthcare offers i) high levels of immersion, ii) increased motivation, especially from younger people, and iii) the ability to build environments providing an experience that is impossible to have in real-life. The aim of this paper is to propose a comprehensive game design framework based on two pillars: 1. a methodology for designing games specifically targeted at alleviating negative emotions in cancer patients, and 2. a methodology for choosing the technology with which the game will be implemented.

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  • 2.
    Roungas, Bill
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Bekius, Femke
    Verbraeck, Alexander
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Improving the decision-making qualities of gaming simulations2020In: Journal of Simulation, ISSN 1747-7778, E-ISSN 1747-7786Article in journal (Refereed)
    Abstract [en]

    Gaming simulations (games) for policy and decision making have been the neglected “sibling” of educational and training games. The latter have experienced a widespread usage by practitioners and researchers, while the former have had limited, yet slowly increasing, adoption by organisations. As a result, various issues developing and using these games remain unaddressed. This includes the design of games, their validation, the actual game sessions, and applying the resulting knowledge from games in organisations. In this paper, solutions for issues identified in these four areas of gaming simulations are proposed. Solutions vary from purely analytical to purely social, stressing the interdisciplinary approach required to tackle the issues associated with them. The result consists of several theoretical and practical contributions as well as philosophical considerations regarding games for policy and decision making.

  • 3.
    Roungas, Bill
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Dahlberg, Hans
    Broman, Emanuel
    Lundström, Fredrik
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    An Auction Game for Railway Capacity Allocation2021Conference paper (Refereed)
    Abstract [en]

    The deregulation of railway systems across western countries have brought the subject of pricing railway slots to the surface. The majority of the infrastructure remains under the ownership and supervision of governments, which in turn further complicates the pricing of slots, since profit does not become the sole aim. This paper proposes an auction model for pricing railway slots aimed at been applied in the Swedish railways. Moreover, in this paper, a game built on top of the auction model is presented as an interface that would enable testing the auction model with railway operators.

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  • 4.
    Roungas, Bill
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Herrero Álvarez, Lucía
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    A Participatory Simulation Framework for Agent-Based Model Validation in Air Traffic Management2021Conference paper (Refereed)
    Abstract [en]

    The European Air Traffic Management (ATM) system is responsible for the safe and timely transportation of more than a billion passengers annually. It is a system that depends heavily on technology and is expected to stay on top of the technological advancements and be an early adopter of technologies. Nevertheless, technological change in ATM has historically developed at a slow pace. As a result, an agent-based model (ABM) of the ATM technology deployment cycle has been developed. This ABM is part of a larger project, which intends to recommend new policy measures for overcoming any barriers associated with technology adoption in ATM. In this paper, a participatory simulation framework validating this ABM is proposed. The aim of the framework is to be able to provide evidences with regards to validation both in an agent as well as in a system level.

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  • 5.
    Roungas, Bill
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Towards the Management and Dissemination of Knowledge from Gaming Simulations2020In: JCSG 2020: Serious Games, Springer Science and Business Media Deutschland GmbH , 2020, p. 276-288Conference paper (Refereed)
    Abstract [en]

    Nowadays, gaming simulations (games) are used for various different purposes and generate a wealth of knowledge. Yet, there is still lack of research on whether, and if so how, these games can be used by researchers and practitioners to build evidences on systems’ behavior within a larger scheme and/or manage and exploit the knowledge produced by and in these games. This article proposes a knowledge management framework, which aims at enabling the development of a knowledge management system that can store, index, and disseminate the knowledge produced by and in games in an appropriate way. The proposed framework is built on the basis of several factors, like the type of knowledge and the prospective users, and is then validated with three case studies from the Dutch railway sector. Through the case studies, the proposed framework appears to be able to help the management and dissemination of knowledge derived from games. The framework is a proof of concept on the feasibility of developing a knowledge management system module for games.

  • 6.
    Roungas, Bill
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Verbraeck, A.
    The Tacit Knowledge in Games: From Validation to Debriefing2021In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Nature , 2021, p. 74-83Conference paper (Refereed)
    Abstract [en]

    Game sessions consist of three phases: briefing, gameplay, and debriefing, with the latter being considered the most important feature of games. Nevertheless, given that games are considered by many to be more of an artistic form rather than a scientific artifact, a question that rises is: Can game sessions in general and debriefing in particular be analyzed and performed in a rigorous scientific way? In other words, can they be consistently structured, given the different characteristics of games, and can clear criteria on what would constitute a successful game session and debriefing be defined? The answer to these questions is yes. Yet, it remains a challenge to extract the knowledge of experts, which resides to a large extent in the tacit knowledge spectrum. Hence, the aim of this paper is to shed some light in this tacit knowledge possessed by experts and to gain understanding on why certain practices are more prone to success than others as well as bring into the surface other practices that have remained well hidden. In order to accomplish this goal, three rounds of interviews were conducted.

  • 7.
    Roungas, Bill
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Miguel, Baena
    Nommon Solutions and Technologies.
    Ros, Oliva García-Cantú
    Nommon Solutions and Technologies.
    Alcolea, Rubén
    Nommon Solutions and Technologies.
    Herranz, Ricardo
    Nommon Solutions and Technologies.
    Raghothama, Jayanth
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Technology Adoption in Air Traffic Management: A Combination of Agent-Based Modeling with Behavioral Economics2021In: Proceedings of the 2021 Winter Simulation Conference, 2021Conference paper (Refereed)
    Abstract [en]

    The European Air Traffic Management (ATM) system is responsible for the safe and timely transportation of more than a billion passengers annually. It is a system that depends heavily on technology and is expected to stay on top of the technological advancements and be an early adopter of technologies. Nevertheless, technological change in ATM has historically developed at a slow pace. In this paper, an agent-based model (ABM) of the ATM technology deployment cycle is proposed. The proposed ABM is part of a larger project, which intends to recommend new policy measures for overcoming any barriers associated with technology adoption in ATM. It is a novel and one of the first approaches aiming at simulating the adoption of technology in ATM that combines the organizational point of view, i.e. stakeholders’ level, the focus on policy testing and the inclusion of behavioral economics aspects.

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  • 8.
    Roungas, Bill
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Álvarez, L.H.
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Participatory Simulation Framework for Agent-Based Model Validation in Air Traffic Management2022In: ISAGA 2021: Gaming, Simulation and Innovations: Challenges and Opportunities, Springer Science and Business Media Deutschland GmbH , 2022, p. 288-296Conference paper (Refereed)
    Abstract [en]

    The EU Air Traffic Management (ATM) system is responsible for the safe and timely transportation of more than a billion passengers annually. It is a system that depends heavily on technology and is expected to stay on top of the technological advancements and be an early adopter of technologies. Technological change in ATM has historically developed at a slow pace. An agent-based model (ABM) of the ATM technology deployment cycle has been developed. This ABM is part of a larger project, which intends to recommend new policy measures for overcoming any barriers associated with technology adoption in ATM. In this paper, a participatory simulation framework validating this ABM is proposed. The aim of the framework is to be able to provide evidence for validation both in an agent level as well as in a system level.

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