The Power of Sponges: Comparing High-Tech and Low-Tech Gaming for Innovation. (October 2015)
- Record Type:
- Journal Article
- Title:
- The Power of Sponges: Comparing High-Tech and Low-Tech Gaming for Innovation. (October 2015)
- Main Title:
- The Power of Sponges
- Authors:
- Meijer, Sebastiaan
- Other Names:
- Bekebrede Geertje guest-editor.
Lo Julia guest-editor.
Lukosch Heide guest-editor. - Abstract:
- Background .Innovation in transport systems has a need forsimulated environments toexperiment with new configurations, ideas, and solutions. Gaming is one such environment. This article applies the approach to thecontext of capacity allocation and traffic control innovation in the Dutch railway system.Both high-tech and low-tech games are built and applied. Aim and method . Bycomparing cases using low-tech and high-tech games for innovation in a relatedbundle of projects in the railway sector, this article aims to identifydifferent patterns emerging from a retrospective cross case comparison. The cases aimed at testing and assessing various ideas about the innovation process through high- and low-tech gaming. Results . Thehigh-tech cases were used to generate morequantitative data, for purposes where aconcept had to be tested that has been formulated at ahigher level of detail . It shows that, despite the higher precision, fidelity of high-tech simulators wasnot necessarily better than that of low-tech cases.None of the cases were set up to formally accept or rejecthypotheses, but followed the typical innovation logic oftesting and assessing ideas early in the process. Conclusions . Thenumerous qualitative data, gathered during the gaming sessions, illustrated the benefits and drawbacks of high- and low-tech gaming. Thereal world decisions made by the client, based on the gaming sessions, show that thescope of the project wasbroader than merely anintervention in an existingBackground .Innovation in transport systems has a need forsimulated environments toexperiment with new configurations, ideas, and solutions. Gaming is one such environment. This article applies the approach to thecontext of capacity allocation and traffic control innovation in the Dutch railway system.Both high-tech and low-tech games are built and applied. Aim and method . Bycomparing cases using low-tech and high-tech games for innovation in a relatedbundle of projects in the railway sector, this article aims to identifydifferent patterns emerging from a retrospective cross case comparison. The cases aimed at testing and assessing various ideas about the innovation process through high- and low-tech gaming. Results . Thehigh-tech cases were used to generate morequantitative data, for purposes where aconcept had to be tested that has been formulated at ahigher level of detail . It shows that, despite the higher precision, fidelity of high-tech simulators wasnot necessarily better than that of low-tech cases.None of the cases were set up to formally accept or rejecthypotheses, but followed the typical innovation logic oftesting and assessing ideas early in the process. Conclusions . Thenumerous qualitative data, gathered during the gaming sessions, illustrated the benefits and drawbacks of high- and low-tech gaming. Thereal world decisions made by the client, based on the gaming sessions, show that thescope of the project wasbroader than merely anintervention in an existing transport system.Low-tech games showed to be useful for dealing withrapid systems development (prototyping). They allowflexible role settings, varying rules, and resources.High-tech games didnot provide obviousfidelity advantages, but yieldedmore quantitative data suitable for analysis. Recommendations . The article identifies the need for anew methodological approach : gaming supportingsystem/organization design . … (more)
- Is Part Of:
- Simulation & gaming. Volume 46:Number 5(2015:Oct.)
- Journal:
- Simulation & gaming
- Issue:
- Volume 46:Number 5(2015:Oct.)
- Issue Display:
- Volume 46, Issue 5 (2015)
- Year:
- 2015
- Volume:
- 46
- Issue:
- 5
- Issue Sort Value:
- 2015-0046-0005-0000
- Page Start:
- 512
- Page End:
- 535
- Publication Date:
- 2015-10
- Subjects:
- Dutch Railways -- fidelity -- gaming -- high-tech gaming -- iconic simulation -- low-tech gaming -- operators -- process innovation -- realism -- symbolic simulation -- traffic control
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/1046878115594520 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 6538.xml