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Do Gaming Simulations Substantiate That We Know More Than We Can Tell

Bibliographic Data

ID21629795
AuthorsM A van Haaften (0000-0002-4137-4530, TU-Delft, The Netherlands, corresponding author), Iulia Lefter (Delft University of Technology), Heide Lukosch (0000-0002-9585-0723, Delft University of Technology), O Van Kooten (0000-0001-9444-0389, Inholland University of Applied Sciences, Delft, The Netherlands), F M Brazier (0000-0002-7827-2351, Delft University of Technology), F Brazier (TU-Delft, The Netherlands)
Year2021
Volume52
Issue4
Pages478-500
Publication date2021-08-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSimulation & Gaming (JOURNAL)
Journal identifiersISSN: 1046-8781 • E-ISSN: 1552-826X
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/1046878120927048
OpenAlexW3112389302
LanguageEN
Citations received2
References cited28

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 social system where tacit knowledge plays a major role in the trade process. A participatory design process is used to explore whether the design and play of gaming simulations enable participants to explicate their tacit knowledge. Participants’ participation in designing the gaming simulation explicated that reconstructing reality was a prerequisite for their commitment. Results. The results from playing simulation sessions show that participants were able to: (1) narrow down the anecdotic behaviour to a few factors; (2) to structure these factors; (3) explore how these factors relate to trade barriers and (4) to explain which tactics are applied to foster trade. Conclusion. The educational value of this study is that it helped entrepreneurs in understanding complex real-life situations

Citizen journalism · Knowledge management · Tacit knowledge · World Wide Web · Computer Science · Creativity in Education and Neuroscience · Digital Games and Media · Educational Games and Gamification · Psychology

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  • Ghosts of the Titanomachy

    Open Access•James D Fielder•Simulation & Gaming•2022

  • Routledge International Handbook of Participatory Design

    Jesper Simonsen, Toni Robertson•Routledge international handbook…•2012

  • Games, Motivation, and Learning

    Open Access•Rosemary Garris, Robert Ahlers et al.•Simulation & Gaming•2002

  • Development of system thinking skills in the context of earth system education

    Open Access•Orit Ben‐Zvi Assaraf, Nir Orion•Journal of Research in Science…•2005

  • Gaming

    Richard D Duke•Gaming•2014

  • Simulation in International Relations

    James N Rosenau•The Journal of Politics•1965

  • Gaming the future of an urban network

    Open Access•Igor Mayer, Igor S Mayer et al.•Futures•2004

Unique citing works2
Citations per year0,5
Citation span2022 - 2026 (5)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 2

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Open DOIOpen Access
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