The Power of Sponges

The Power of Sponges
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海绵的力量

DOI:
10.1177/1046878115594520
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发表时间:
2015
影响因子:
2
通讯作者:
S. Meijer
S. Meijer
中科院分区:
--
文献类型:
--
作者:
S. Meijer

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背景交通系统的创新需要模拟环境来试验新的配置、想法和解决方案。游戏就是这样的环境。本文采用的方法,在荷兰铁路系统的能力分配和交通控制创新的背景下。高技术和低技术的游戏都是建立和应用的。目的和方法。通过比较案例,使用低技术和高技术的游戏在铁路部门的相关捆绑项目的创新,本文的目的是确定不同的模式,从一个回顾性的跨案例比较。这些案例旨在通过高科技和低科技游戏来测试和评估有关创新过程的各种想法。结果高科技案例被用来产生更多的量化数据,用于必须测试在更高细节水平上制定的概念的目的。这表明,尽管高科技模拟器的精度更高,但保真度并不一定比低科技情况下更好。没有一个案例是为了正式接受或拒绝假设而设立的,而是遵循了在过程早期测试和评估想法的典型创新逻辑。结论.在游戏过程中收集的大量定性数据说明了高科技和低科技游戏的好处和缺点。客户基于游戏会话做出的真实的决策表明,该项目的范围不仅仅是对现有交通系统的干预。低技术含量的游戏在处理快速系统开发(原型设计)方面很有用。它们允许灵活的角色设置、变化的规则和资源。高科技游戏并没有提供明显的保真度优势,但产生了更多适合分析的定量数据。建议.本文确定了需要一个新的方法论的方法:游戏支持系统/组织设计。
Background. Innovation in transport systems has a need for simulated environments to experiment with new configurations, ideas, and solutions. Gaming is one such environment. This article applies the approach to the context 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. By comparing cases using low-tech and high-tech games for innovation in a related bundle of projects in the railway sector, this article aims to identify different 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. The high-tech cases were used to generate more quantitative data, for purposes where a concept had to be tested that has been formulated at a higher level of detail. It shows that, despite the higher precision, fidelity of high-tech simulators was not necessarily better than that of low-tech cases. None of the cases were set up to formally accept or reject hypotheses, but followed the typical innovation logic of testing and assessing ideas early in the process. Conclusions. The numerous qualitative data, gathered during the gaming sessions, illustrated the benefits and drawbacks of high- and low-tech gaming. The real world decisions made by the client, based on the gaming sessions, show that the scope of the project was broader than merely an intervention in an existing transport system. Low-tech games showed to be useful for dealing with rapid systems development (prototyping). They allow flexible role settings, varying rules, and resources. High-tech games did not provide obvious fidelity advantages, but yielded more quantitative data suitable for analysis. Recommendations. The article identifies the need for a new methodological approach: gaming supporting system/organization design.