Digital Versus Analogue Multiplayer Gaming: Comparing Learning Outcomes

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

Abstract

In this study, we explore the similarities and differences in learning effects produced by playing a digital and an analogue version of the disruption management game for container terminal operations. We organized the analogue game sessions with students in the United States and digital game sessions with students from Greece. We analysed a postgame survey that captured the learning experiences of the participants to compare the differences and similarities of the learning effects of either game. Based on the results, we conclude that the type of game has limited effect on the learning experience, while incorporation or exclusion of learning principles does have.
Original languageEnglish
Title of host publicationProceedings of 49th International Simulation and Gaming Association’s conference
Subtitle of host publicationNeo-Simulation and Gaming Toward Active Learning
EditorsR. Hamada, S. Soranastaporn, H. Kanegae, P. Dumrongrojwatthana, S. Chaisanit, P. Rizzi, V. Dumblekar
PublisherSpringer
Pages463-472
ISBN (Electronic)978-981-13-8039-6
DOIs
Publication statusPublished - 2019
EventInternational Simulation and Gaming Association conference, ISAGA, 2018: Neo-Simulation and Gaming Toward Active Learning - Bangkok, Thailand
Duration: 9 Jul 201813 Jul 2018

Publication series

NameTranslational Systems Sciences
PublisherSpringer
ISSN (Electronic)2197-8832

Conference

ConferenceInternational Simulation and Gaming Association conference, ISAGA, 2018
CountryThailand
CityBangkok
Period9/07/1813/07/18

Keywords

  • Analogue games
  • Communication
  • Container terminal operations
  • Digital games
  • Disruption management
  • Information sharing
  • Learning

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  • Cite this

    Kurapati, S., Bekebrede, G., Lukosch, H., Kourounioti, I., Freese, M., & Verbraeck, A. (2019). Digital Versus Analogue Multiplayer Gaming: Comparing Learning Outcomes. In R. Hamada, S. Soranastaporn, H. Kanegae, P. Dumrongrojwatthana, S. Chaisanit, P. Rizzi, & V. Dumblekar (Eds.), Proceedings of 49th International Simulation and Gaming Association’s conference: Neo-Simulation and Gaming Toward Active Learning (pp. 463-472). (Translational Systems Sciences). Springer. https://doi.org/10.1007/978-981-13-8039-6_44