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Synthesizing experiences: Lessons to be learned from Internet-mediated simulation games

Author

Listed:
  • Tasia Asakawa
  • Nigel Gilbert

    (University of Surrey)

Abstract

This article draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M games. These three types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived from these experiences are identified and explored. Special attention is given to the development of strategic I-M policy games because I-M gaming literature has tended to ignore them in comparison with educational and business games, and they seem to require more guidance and support in three main areas: structure, motivation, and interaction.

Suggested Citation

  • Tasia Asakawa & Nigel Gilbert, 2003. "Synthesizing experiences: Lessons to be learned from Internet-mediated simulation games," Simulation & Gaming, , vol. 34(1), pages 10-22, March.
  • Handle: RePEc:sae:simgam:v:34:y:2003:i:1:p:10-22
    DOI: 10.1177/1046878102250455
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