Keynotes

Sebastian Deterding

Title: Gaming the City: Up and Down and Sideways on the Ladder of Abstraction

Abstract:

Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not).

About Sebastian:



Sebastian Deterding is a designer and researcher working on playful, gameful, and motivational design for human flourishing. He is a senior research fellow at the Digital Creativity Labs at the University of York. Founder and principal designer of the design agency coding conduct, he has created engaging experiences touching millions of users for clients including the BBC, BMW, Deutsche Telekom, and KLM. He has keynoted and presented at venues including Lift, GDC, Games Learning Society, Google, IDEO, Playful, and Web Directions. He is founder of the Gamification Research Network, and co-editor of “The Gameful World” (MIT Press, 2015). He lives online at codingconduct.cc.


Ekim Tan (cancelled)

Sebastiaan Meijer

 

Mary Flanagan

Title: Vive La Revolution: Values at Play Off and Onscreen

Abstract:

In this talk, Flanagan will explore the myriad ways that human values can emerge in games. Using an example theme, she will show how vastly different games might foster or dissuade particular values. She will then offer intriguing and sometimes counter intuitive notions from the process of design. To do this, she explores an Embedded Design approach, and goes through the types of approaches in games that can successfully address themes and issues in empirical work. 

About Mary:


Mary Flanagan is the founding director of the research laboratory and design studio TILTFACTOR, the founder of the publishing company RESONYM, and the Sherman Fairchild Distinguished Professor of Digital Humanities at Dartmouth College. She is a cross-disciplinary designer, systems thinker, artist, writer, and maker of experimental and emerging forms, working to design for change in learning, public health, social challenges such as bias, and sustainability using community action, crowdsourcing, and play. Flanagan is the author or co-editor of five books including Critical Play (2009) and Values at Play in Digital Games (2014). She helps groups ranging from physicians to theme park designers to arctic scientists encounter their impact potential and use what she calls ‘evidence based design’ to change minds about the world’s most pressing problems. By creating apps, physical games, scenarios, essays, and through large scale experimental research, she works to transform old systems and imagine the new.

 

Alexander Verbraeck

LINK TO KEYNOTE PRESENTATION SLIDES

Title: Complex or simple? Big-data computer games versus abstract solutions

Abstract:

Computer games are often used in assessing real-world issues or providing training for these issues. As the world around us becomes more complex, the question arises how we can incorporate real-world complexity into our computer games. With more data becoming available, we are confronted with pressure to incorporate this data into our games. The fact that we can incorporate this data into our games and can increase complexity does not mean that we must do so. The danger of increasing complexity of a computerized game is that we lose sight of the purpose of the game, and that playability of the game suffers – in essence the game becomes as complex as real life itself. A game, like any model, is and should remain a reduction of the system it represents. In that sense, abstracting the game to just fit its purpose, but not more, is a totally opposite strategy to follow. Based on a number of example game projects, we will explore the continuum from data-intensive computer games to more abstract computer games and derive a number of lessons learned.

Alexander Verbraeck



Delft University of Technology
Faculty of Technology, Policy and Management
Multi-Actor Systems Department
Delft , The Netherlands

Jannicke Baalsrud Hauge

LINK TO KEYNOTE PRESENTATION SLIDES

Title: Using games and gamification techniques as tools for supporting the requirement elicitation process for complex systems

Abstract:

Requirements elicitation is a key process for successful understanding of complex systems, like urban mobility solutions or Product-Service Systems (PSS). Two important challenges in the requirement elicitation process for complex systems are: (1) they are fuzzy, since the requirements change over time and the environments are dynamic; and (2) it is difficult to determine requirements on future, yet not existing solution, products, systems or services. Consequently, it is hard to ensure that all possible options have been identified. Therefore,, the design process needs to be flexible and adaptable in order to ensure a resilient outcome. It is well known that one of the major problems of this activity relates to the quality of the communication and collaboration between different stakeholders. Co-creative and participatory design approaches are more and more used for ensuring the quality of the process and its outcome. These approaches are often carried out by implementing tools and techniques like interviews, questionnaires, user observation, brainstorming, use cases, role playing and prototyping. This talk will show how games and gamifications can be used to enhance the requirement elicitation process for complex systems, as well as discuss the limitation and the opportunities of such tools.

About Jannicke:

 

Jannicke Baalsrud Hauge is associate professor in production logistics at KTH-Royal Institute of Technology, Sweden and head of BIBAgamingLab, Bremen, Germany. She holds a PhD in Engineering from the University of Bremen. From 2001 to 2003 worked as a research scientist at the University of Bremen responsible for the functional architecture of an e-commerce software. In 2003 she joined BIBA (Bremer institute für Produktion und Logistik), where she is head of the BIBA Gaming Lab as well as coordination of the BIBA contribution in several national and international projects in the field of Serious Gaming as well as ICT in production and supply chain networks and CPS (like EURIDICE; Psymbiosys, LogisticsForLife, MSEE). Since 2015 she working at KTH as co-director of the GaPslabs, department of health care logistics, managing EIT Digital projects (industry driven projects, Protoworld, PS&GS) and  EU research projects (Petra, Fabric). She is responsible for the master program in applied logistics at KTH and besides supervising BSc, Master and PhD students, she is teaching SG application development, re-engineering, decision making and supply chain management. Her main topics are on development of SG and simulation applications, development of GBL concepts, Requirements engineering (IT solutions for logistics, CPS and SG) and ICT support in logistics. Jannicke is member of several boards and has authored 250+ papers.