Game Design & Science

Objective

The applicability of serious gaming – as an innovative breakthrough technology – drives our research and technology development activities for several years now. From both a research and business perspective, we will capitalize on this body of knowledge and focus our efforts on the most promising area, namely game based learning and assessment. Therefore, the objective of our multi-year Research & Technology roadmap is on the design and development of various types of innovative game based training concepts driven by external market demands, needs and requirements. Our research on game based learning and assessment will be approached from two research directions: (1) Intelligent Games and (2) Game Intelligence. Research on ‘Intelligent Games’ focus on game design frameworks, game based learning and assessment paradigms, model driven game engineering, embodied interaction (brain-computer interaction, physiological bio-signal interfaces), adaptive game systems (interactive narratives, believable characters, augmented reality). An important research area is to develop new innovative training concepts to support judgment and decision making on individual and group levels, on tactical and strategic levels, for different situations (e.g. planning, coordination & cooperation, meaningful communication, improvisation, creativity & problem solving). The second research direction ‘Game Intelligence’ focuses on using games as research instruments, so-called ‘Microworlds’ to study human cognition. We provide game analytics to facilitate and support research regarding dynamic decision-making (DDM). Game based microworlds become the laboratory analogues for real-life situations and help DDM investigators to study decision-making by compressing time and space while maintaining experimental control.

Research Collaboration between Thales and Twente University

The T-Xchange is research collaboration between Thales Research & Technology (TRT) Netherlands and Twente University. The first agreement covered the 2008-2012 period. The current collaboration agreement period runs for five years 2013-2017. Organization wise the T-Xchange is led by a director, the researchers are affiliated with Thales Research & Technology or Twente University. The steering group of the T-Xchange consists of Lukas Roffel (CTO, Thales Netherland and Prof. dr. ir. Fred van Houten (Twente University). Over the years T-Xchange has worked together with several academia, knowledge institutes, companies and end user organizations and we realized dozens of serious game projects. We therefore acknowledge the valuable inputs, knowledge exchanges, and fruitful collaborations with them.

Current research projects (selection)
Previous research projects (selection)
Publications (selection)
  • Johan de Heer, Rafal Hrynkiewicz, Thomas de Groot & Edward Faber (2017). Mind Steering Leadership Game. 8th International Conference on Applied Human Factors and Ergonomics – Human Factors in Management and Leadership. 17-21 July, Los Angeles, California, USA.
  • Johan de Heer and Paul Porskamp (2017). Human behavioral models from Microworlds . 8th International Conference on Applied Human Factors and Ergonomics – Human Factors and Simulation. 17-21 July, Los Angeles, California, USA.
  • Johan de Heer (2017). Interaction at its best: ‘Coalition of the Willing’ Game. ITEC2017. 16-18 May 2017. Rotterdam, The Netherlands.
  • Johan de Heer (2015). How do Architects think? A game based microworld for elucidating dynamic decision-making. P133-142. © Springer International Publishing Switzerland 2016 133 G. Auvray et al. (eds.), Complex Systems Design & Management, DOI 10.1007/978-3-319-26109-6_10
  • Linssen, J.M. and Theune, M. and de Groot, T.F. and Heylen, D.K.J. (2015). Improving social awareness through thought bubbles and flashbacks of virtual characters. In: Proceedings of the 15th International Conference on Intelligent Virtual Agents, IVA 2015, 26-28 Aug 2015, Delft, The Netherlands. pp. 250-259. Lecture Notes in Computer Science 9238. Springer Verlag. ISSN 0302-9743 ISBN 978-3-319-21995-0.
  • Linssen, J.M. and de Groot, T.F. and Theune, M. and Heylen, D.K.J. (2015). LOITER-TB: Thought Bubbles that Give Feedback on Virtual Agents’ Experiences. In: Proceedings of the 15th International Conference on Intelligent Virtual Agents, IVA 2015, 26-28 Aug 2015, Delft, The Netherlands. pp. 283-286. Lecture Notes in Computer Science 9238. Springer Verlag. ISSN 0302-9743 ISBN 978-3-319-21995-0.
  • Roalt Aalmoes, Edward Faber, Dennis Nieuwehuisen, Rafal Hrynkiewicz, Thomas Groot, de (2015). Serious Gaming for change in air traffic management. In the Proceedings of XXVI ISPIM Conference: Budapest, Hungary (2015) Shaping the Frontiers of Innovation Management – ISBN 978-952-265-779-4.
  • Teemo Santonen, Edward Faber (2015). Towards a comprehensive framework to analyse edutainment applications. In the Proceedings of XXVI ISPIM Conference: Budapest, Hungary (2015) Shaping the Frontiers of Innovation Management – ISBN 978-952-265-779-4.
  • Spek, van der, E.D., Sidorenkova, T., Porskamp, P. & Rauterberg, G.W.M. (2014). The effect of familiar and fantasy aesthetics on learning and experience of serious games. In T. Marsh, N. Sgouros & Y. Pisan (Eds.), Entertainment Computing – ICEC 2014 : 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014 : Proceedings (pp. 133-138). (Lecture Notes in Computer Science, No. 8770). Berlin: Springer.
  • Edward Faber, Petra Mettau (2014). Developing a Future orientation using Serious Gaming. In the Proceedings of XXV ISPIM Conference: Dublin, Ireland (2014). Innovation for Sustainable Economy & Society – ISBN 978-952-265-591-2.
  • Linssen, J.M. and de Groot, T.F. and Theune, M. and Bruijnes, M. (2014). Beyond simulations: serious games for training interpersonal skills in law enforcement. In: Proceedings of the 10th annual meeting of the European Social Simulation Association (ESSA 2014), 1-5 Sep 2014, Barcelona, Spain. 127. European Social Simulation Association. Universitat Autònoma de Barcelona. ISBN not assigned.
  • Edward Faber, Rafal Hrynkiewicz, Jan van Rijn, Berend Jongebloed (2013). Supporting Open Service Innovation using Serious Games. In the Proceedings of XXIV ISPIM Conference: Helsinki, Finland (2013). Innovating in Global Markets: Challenges for Sustainable Growth – ISBN 978-952-265-421-2.
  • Linssen, J.M. and de Groot, T.F. (2013). AGENT: Awareness Game Environment for Natural Training. In: Proceedings of the International Conference on the Foundations of Digital Games, 13-17 May 2013, Chania, Greece. pp. 433-434. Society for the Advancement of the Science of Digital Games. ISBN not assigned
  • Linssen, J.M. and Theune, M. and de Groot, T.F. (2013). What Is at Play? Meta-techniques in Serious Games and Their Effects on Social Believability and Learning. In: Social Believability in Games Workshop, 12 Nov 2013, Boekelo, the Netherlands. Stockholm University.
  • Edward Faber, Rik Bos, Paul Porskamp (2012). Supporting Strategic Technology planning processes with Serious Gaming. In Proceedings of XXIII ISPIM Conference: Barcelona, Spain (2012). Action for Innovation: Innovating from Experience – ISBN 978-952-265-243-0.
  • Anja van der Hulst, Noor Christoph, Anneloes Maij, Frank Aldershoff (2012). GCAM: A modeling approach to the Comprehensive Approach. NATO modeling simulation and gaming workshop, Stockholm, Sweden.
  • Frank Aldershoff (2011). Serious gaming for urban and spatial planning. Bielecki, W., Gandziarowka-Ziolecka, J., Pikos, A., Wardaszko, M. (eds.) (2012). Bonds & Bridges. Facing the challenges of the globalizing world with the use of simulation and gaming. Warsaw: Poltext / Kozminski University. ISBN 978-83-7561-212-7.
  • Frank Aldershoff (2011). A serious game for mayors (GATE). Bielecki, W., Gandziarowka-Ziolecka, J., Pikos, A., Wardaszko, M. (eds.) (2012). Bonds & Bridges. Facing the challenges of the globalizing world with the use of simulation and gaming. Warsaw: Poltext / Kozminski University. ISBN 978-83-7561-212-7.
  • Merel Brandon, Simon Epskamp, Thomas de Groot, Tim Franssen, Bart van Gennep, Thomas Visser (2011). The effects visual feedback on social behavior during decision making meetings, In Proceeding HCII’11 Proceedings of the 1st international conference on Human interface and the management of information: interacting with information – Volume Part II, Pages 219-228, Springer-Verlag Berlin, Heidelberg ©2011 ISBN: 978-3-642-21668-8.
  • Marike Boertien & Esther de Heer (2010). Required Facilitation skills and competencies. Poster presented at Human Factors Event, D-CIS.
  • Johan de Heer, Thomas de Groot, Rafal Hrynkiewicz (2010). Serious Gaming is Serious Business in Urban Planning. The 3rd International Conference on Infrastructure Systems and Services 2010 – Next Generation Infrastructure Systems for Eco-Cities (NGInfra2010), 11-13 nov 2010, Chenzhen, China; Publisher IEEE, p. 1-6,. ISBN 978-1-4244-8477-5.
  • Merel Brandon, Simon Eskamp, Tim Franssen, Bart van Gennep, and Thomas Visser (2010). SOCIAL MIRROR: Providing Social Feedback Visually During Meetings. Presentation at the third D-CIS Human Factors Event, Delft, The Netherlands, 1/3 November 2010.
  • Thomas de Groot, Jeroen Kalter, Paul Porskamp (2009). Multitouch & Serious Gaming. Presentation at the first D-CIS Multitouch uses workshop, Delft, The Netherlands, 1/3 November 2009.
  • R.B. Landman, E.L. van den Broek and J.F.B. Gieskes (2009). Creating shared mental models: The support of visual language, In Proceedings of the 6th International Conference on Cooperative Design, Visualization, and Engineering (CDVE 2009), Yuhua Luo (eds), Lecture Notes in Computer Science, volume 5738, Springer Verlag, London, ISBN 978-3-642-04264-5, ISSN 0302-9743, pp. 161-168, 2009.
  • Gieskes, J.F.B. (2009). The effectiveness of serious gaming for multi-stakeholder decision making. Learn to Game, Game to Learn; the 40th Conference ISAGA 2009; Society of Simulation and Gaming of Singapore, 2009; ISBN 978-981-08-3769-3.
  • S. Stoop (2008). The Chess Parable, Decision Making & War. Illustrating the value of playing games for decision makers. In: Caluwé, L. de, Hofstede, G.J., Peters, V. (eds.). Why do games work? In search of the active substance. Deventer: Kluwer, p. 143-150. ISBN 978 13 05628 0.
Virtual Reality Research Lab