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 :
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