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

Tasia Asakawa and Nigel Gilbert
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Nigel Gilbert: University of Surrey

Simulation & Gaming, 2003, vol. 34, issue 1, 10-22

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.

Keywords: facilitation; Internet-mediated simulation games; participant interaction; policy games; role-playing; synchronicity (search for similar items in EconPapers)
Date: 2003
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:34:y:2003:i:1:p:10-22

DOI: 10.1177/1046878102250455

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