Heide Lukosch
Biographic Data
| ID | 7397490 |
|---|---|
| NAME | Heide Lukosch |
| GIVEN NAMES | Heide |
| FAMILY NAME | Lukosch |
| SIGNATURE | LUKOSCH H |
| AFFILIATIONS | University of Canterbury |
| ORCID | 0000-0002-9585-0723 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Digital Representation in Multivocal Communication of Cultural Heritage Insights from a Systematic Literature Review
Multivocality, literally meaning multiple voices, in the digital representation of cultural heritage (CH) refers to the diverse perspectives and narratives expressed by stakeholders integrated through digital representations. Although interest in multivocal design of CH has grown in recent years, there remains a lack of systematic reviews exploring how design and evaluation approaches support multivocal communication. This study addresses this ga…
Serious games for energy applications in the built environment
Energy use in buildings is a major global challenge because it depends not only on technologies, but also on how people understand, operate, and respond to building systems. Serious games and gamified applications have been used to improve energy literacy, encourage energy-saving behavior, and support energy-related decision-making. However, evidence remains fragmented across building contexts, user groups, technologies, design approaches, and ev…
Media of Representation in Game Science
Purpose of the Research This article explores simulation games (SGs) as epistemic and cultural artefacts, focusing on the role of media of representation in shaping knowledge creation and meaning-making. Drawing on perspectives from the anthropology of knowledge and epistemology, we argue that SGs communicate knowledge through symbolic forms - such as language, rules, gestures, and interactions - that are socially negotiated and context-dependent…
Structured briefing
Exploring the effects of time pressure and distracting elements in an Augmented Reality game for emergency preparedness
The development of emergency preparedness and response skills is crucial for ensuring individual safety and well-being during natural disasters. Realistic and engaging games can effectively promote these skills. This paper explores the impact of introducing additional game objects as distractors and time pressure on user experience and willingness to prepare for emergencies in an Augmented Reality (AR) game. Additional, distracting game elements …
The Funnel of Game Design – An Adaptive Game Design Approach for Complex Systems
Background In a world of ever-increasing complexity, organizations and people have an ever-increasing need for support systems that help them understand and shape the world around them. While simulation game design derived from the very idea to propose an instrument able to address complexity, seminal approaches dealt with a different level of complexity. In a networked, digitalized world, complexity has increased, and traditional approaches towa…
A Playful Approach to Household Sustainability
Background. U.S. households produce a significant amount of greenhouse gas emissions, indicating a potential to reduce their carbon footprints from changing food, energy, and water (FEW) consumption patterns. Behavioral change to FEW consumption is needed, but difficult to achieve. Interactive and engaging approaches like serious games could be a way to increase awareness of possible measures, leading to more sustainable behavior at a household l…
Richard D. Duke
Background This remembrance of Richard “Dick” Duke, one of the founding members of the International Simulation and Gaming Association (ISAGA), and dedicated promoter of game science, contains Duke’s contribution to the field of simulation and gaming, as a retrospective into the past, and as inspiration for the present and the future of this discipline. Duke has been a highly respected colleague, and a beloved friend for many in the scientific co…
Sensing’ Learners through Presence
Virtual Reality ( vr ) is widely purported as an effective strategy for learning practical skills across disciplines such as medicine and sport, but it has yet to be fully exploited in relation to education. Learning how to engage pedagogically with students calls for sophisticated and nuanced relational skills, but opportunities to practice these with ‘real’ learners are often hard to access. This is especially so for students who are learning h…
Playing With Uncertainty
Resilience has become a fundamental paradigm for communities to deal with disaster planning. Formal methods are used to prioritise and decide about investments for resilience. Strategies and behaviour need to be developed that cannot be based on formal modelling only because the human element needs to be incorporated to build community resilience. Participatory modelling and gaming are methodological approaches that are based on realistic data an…
Design of an Impulse-Debriefing-Spiral for Simulation Game Facilitation
Background. Simulation gaming sessions can be understood as a sequence of briefing, game play, and debriefing - with feedback loops and iterative steps in between. Often, these sessions are supported by a facilitator, who organizes the session, sets learning goals, and guides the players through briefing, game play and debriefing ( Taylor, Backlund & Niklasson, 2012 ), which we call facilitation. Debriefing is a vital part of the facilitation pro…
Do Gaming Simulations Substantiate That We Know More Than We Can Tell
Background. Revealing tacit knowledge often is seen as very valuable for organizations, although it is usually challenging to enunciate and share this type of knowledge. Methods. This study uses a participatory design and the application of a board gaming simulation as instruments to extract tacit knowledge. To illustrate this application, the gaming simulation is played with entrepreneurs from horticulture. Horticulture represents a complex soci…
Providing Information on the Spot
For operational units in the security domain that work together in teams, it is important to quickly and adequately exchange context-related information to ensure well-working collaboration. Currently, most information exchange is based on oral communication. This paper reports on different scenarios from the security domain in which augmented reality (AR) techniques are used to support such information exchange. The scenarios have been designed …
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Providing Information on the Spot
For operational units in the security domain that work together in teams, it is important to quickly and adequately exchange context-related information to ensure well-working collaboration. Currently, most information exchange is based on oral communication. This paper reports on different scenarios from the security domain in which augmented reality (AR) techniques are used to support such information exchange. The scenarios have been designed …
Design of an Impulse-Debriefing-Spiral for Simulation Game Facilitation
Background. Simulation gaming sessions can be understood as a sequence of briefing, game play, and debriefing - with feedback loops and iterative steps in between. Often, these sessions are supported by a facilitator, who organizes the session, sets learning goals, and guides the players through briefing, game play and debriefing ( Taylor, Backlund & Niklasson, 2012 ), which we call facilitation. Debriefing is a vital part of the facilitation pro…
Do Gaming Simulations Substantiate That We Know More Than We Can Tell
Background. Revealing tacit knowledge often is seen as very valuable for organizations, although it is usually challenging to enunciate and share this type of knowledge. Methods. This study uses a participatory design and the application of a board gaming simulation as instruments to extract tacit knowledge. To illustrate this application, the gaming simulation is played with entrepreneurs from horticulture. Horticulture represents a complex soci…
Playing With Uncertainty
Resilience has become a fundamental paradigm for communities to deal with disaster planning. Formal methods are used to prioritise and decide about investments for resilience. Strategies and behaviour need to be developed that cannot be based on formal modelling only because the human element needs to be incorporated to build community resilience. Participatory modelling and gaming are methodological approaches that are based on realistic data an…
A Playful Approach to Household Sustainability
Background. U.S. households produce a significant amount of greenhouse gas emissions, indicating a potential to reduce their carbon footprints from changing food, energy, and water (FEW) consumption patterns. Behavioral change to FEW consumption is needed, but difficult to achieve. Interactive and engaging approaches like serious games could be a way to increase awareness of possible measures, leading to more sustainable behavior at a household l…
Richard D. Duke
Background This remembrance of Richard “Dick” Duke, one of the founding members of the International Simulation and Gaming Association (ISAGA), and dedicated promoter of game science, contains Duke’s contribution to the field of simulation and gaming, as a retrospective into the past, and as inspiration for the present and the future of this discipline. Duke has been a highly respected colleague, and a beloved friend for many in the scientific co…
Sensing’ Learners through Presence
Virtual Reality ( vr ) is widely purported as an effective strategy for learning practical skills across disciplines such as medicine and sport, but it has yet to be fully exploited in relation to education. Learning how to engage pedagogically with students calls for sophisticated and nuanced relational skills, but opportunities to practice these with ‘real’ learners are often hard to access. This is especially so for students who are learning h…
Exploring the effects of time pressure and distracting elements in an Augmented Reality game for emergency preparedness
The development of emergency preparedness and response skills is crucial for ensuring individual safety and well-being during natural disasters. Realistic and engaging games can effectively promote these skills. This paper explores the impact of introducing additional game objects as distractors and time pressure on user experience and willingness to prepare for emergencies in an Augmented Reality (AR) game. Additional, distracting game elements …
The Funnel of Game Design – An Adaptive Game Design Approach for Complex Systems
Background In a world of ever-increasing complexity, organizations and people have an ever-increasing need for support systems that help them understand and shape the world around them. While simulation game design derived from the very idea to propose an instrument able to address complexity, seminal approaches dealt with a different level of complexity. In a networked, digitalized world, complexity has increased, and traditional approaches towa…
Digital Representation in Multivocal Communication of Cultural Heritage Insights from a Systematic Literature Review
Multivocality, literally meaning multiple voices, in the digital representation of cultural heritage (CH) refers to the diverse perspectives and narratives expressed by stakeholders integrated through digital representations. Although interest in multivocal design of CH has grown in recent years, there remains a lack of systematic reviews exploring how design and evaluation approaches support multivocal communication. This study addresses this ga…
Serious games for energy applications in the built environment
Energy use in buildings is a major global challenge because it depends not only on technologies, but also on how people understand, operate, and respond to building systems. Serious games and gamified applications have been used to improve energy literacy, encourage energy-saving behavior, and support energy-related decision-making. However, evidence remains fragmented across building contexts, user groups, technologies, design approaches, and ev…
Media of Representation in Game Science
Purpose of the Research This article explores simulation games (SGs) as epistemic and cultural artefacts, focusing on the role of media of representation in shaping knowledge creation and meaning-making. Drawing on perspectives from the anthropology of knowledge and epistemology, we argue that SGs communicate knowledge through symbolic forms - such as language, rules, gestures, and interactions - that are socially negotiated and context-dependent…
Structured briefing
Computer Science (8 works) · Educational Games and Gamification (7 works) · Engineering (4 works) · Human–computer interaction (4 works) · Psychology (4 works) · Knowledge management (3 works) · Sociology (3 works) · Augmented reality (2 works) · Business (2 works) · Citizen journalism (2 works)