DocumentCode
3030746
Title
Using gaming simulation experiments to test railway innovations: Implications for validity
Author
Lo, Julia ; van den Hoogen, Jop ; Meijer, Sebastiaan
Author_Institution
Fac. of Technol., Policy & Manage., Delft Univ. of Technol., Delft, Netherlands
fYear
2013
fDate
8-11 Dec. 2013
Firstpage
1766
Lastpage
1777
Abstract
Gaming simulation in the railway sector often uses the same conceptual model as in computer simulation, and enables operators to interact with this model during a simulation run. Therefore, gaming simulation validation poses different challenges. This paper aims to answer the question to what extent gaming simulation can be used as an experimental research setting, due to its loosely demarcated experimental features. Focusing on validity issues, we study five cases in which the Dutch railway sector used gaming simulation to test innovations in a controlled environment. The results show that in addition to traditional external validity issues, human game players inherently open up this controlled environment, bringing in many confounding variables. By signaling what the specific validity threats are, this paper strives to improve gaming simulation for testing innovations that tackle social and technical elements of a system.
Keywords
digital simulation; innovation management; railway engineering; Dutch railway sector; controlled environment; experimental research setting; gaming simulation experiments; human game players; railway innovation testing; social elements; technical elements; validity issues; Computational modeling; Computer simulation; Games; Load modeling; Rail transportation; Technological innovation; Testing;
fLanguage
English
Publisher
ieee
Conference_Titel
Simulation Conference (WSC), 2013 Winter
Conference_Location
Washington, DC
Print_ISBN
978-1-4799-2077-8
Type
conf
DOI
10.1109/WSC.2013.6721557
Filename
6721557
Link To Document