Table 1 - uploaded by Ari Putkonen
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Context 1
... results of teamwork can be evaluated with player interaction and cooperation observation and with team decisions. As Table 1 shows, the modelling of this layer is executed on an approximate level and mostly by game rules. Hence, realization of this layer is more or less random, depending on the group of players. ...
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Este artículo examina un experimento internacional basado en el juego de la confianza entre participantes marroquíes, franceses y españoles. Antes de tomar decisiones, los participantes conocían la nacionalidad de su pareja. Nuestros resultados muestran que, en promedio, los sujetos de Marruecos presentan un mayor nivel de confianza. Además, confía...
Citations
... In systems thinking, models are often designed for understanding and controlling complex systems and changes that take place within systems. Figure 2 presents the three-layer simulation model of ProDesim which consists of teamwork, design process and business layers (Putkonen & Forstén, 2008). These layers include normative and descriptive elements. ...
... Each stage is designed so that the participants gather information and perform all necessary tasks to progress in the project or more broadly, to pursue the strategic goal of the company. Figure 2. The three-layer meta-model for the product development simulation game (Putkonen & Forstén, 2008). ...
This article introduces how simulation gaming can be utilised in networking within organisations especially on the level of an individual. In the article, networking is seen as a communication enhancement process increasingly needed as organisational systems become more and more complex.
The purpose of this article is to introduce an advanced user interface concept for collaborative simulation game. The user
interface design was performed by a constructive proceeding. The functionality and the physical elements of a traditional
board game and the calculation performance of a computer simulation model were combined in the new multiplayer interface concept.
The operations of players are mediated to the computer through the game board elements, not through the standard input devices
of the computer. The key usability targets of the user interface have been also identified. Based on very early findings the
developed multiplayer interface seems to support the usability targets in terms of naturalness and collaboration. The conventional
arrangement with the digital multiplayer simulation games is the user interface, where each player has their own keyboard
and visual display. This study introduces new possibility for game designers to integrate a traditional board game concept
and a computer simulation model to enhance collaboration and learning in gaming.