IDEAS home Printed from https://ideas.repec.org/a/sae/simgam/v46y2015i5p489-511.html
   My bibliography  Save this article

Gaming and Simulation for Railway Innovation

Author

Listed:
  • Jop van den Hoogen
  • Sebastiaan Meijer

Abstract

Background. Gaming simulation allows decision-makers to experiment with sociotechnical systems , similar to computer simulation. However, the value of these tools in comparison with each other remains uncertain , especially when focusing on their real-life application in systemic innovation processes. Aim. This article builds a framework based on the literature related to innovation of complex systems in a multi-actor environment and intends to use this framework to differentiate between the value of computer simulation and gaming simulation in innovation processes. Method. Using a case study of the introduction of gaming simulation to ProRail, the Dutch railway infrastructure manager, this article explores the advantages and disadvantages of using the two tools in situations where radical innovations need to be invented, explored, tested, and implemented in an incumbent system. Results. Computer simulations , as closed exercises, allow for more radical innovations to be studied. The openness of gaming sessions as well as the need for gamers to interact with a recognizable system inhibit the use of gaming simulation in envisioning radical innovations. However, they are more suitable for the joint commissioning of research and the stepwise testing of small-scale improvements. Gaming simulation is therefore a more appropriate tool for planning a concerted transition in a multi-actor setting. Conclusion. Computer simulation better allows for the building of experimental niches , and gaming simulation better helps in the concerted planning of the implementation of innovations. The article ends with concrete directions for further research as well as ideas about combining the two tools.

Suggested Citation

  • Jop van den Hoogen & Sebastiaan Meijer, 2015. "Gaming and Simulation for Railway Innovation," Simulation & Gaming, , vol. 46(5), pages 489-511, October.
  • Handle: RePEc:sae:simgam:v:46:y:2015:i:5:p:489-511
    DOI: 10.1177/1046878114549001
    as

    Download full text from publisher

    File URL: https://journals.sagepub.com/doi/10.1177/1046878114549001
    Download Restriction: no

    File URL: https://libkey.io/10.1177/1046878114549001?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:sae:simgam:v:46:y:2015:i:5:p:489-511. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: SAGE Publications (email available below). General contact details of provider: .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.