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Gaming Research in Policy and Organization

Gaming Research in Policy and Organization In this article, the authors assess the use of gaming/simulation for research purposes within the organization and policy sciences. They describe three categories of research: (a) gaming/simulation for pure research, (b) gaming/simulation for policy development, and (c) gaming/simulation for policy implementation and organizational change. For each category, an example project is described. Studying six projects and interviewing experts on these projects, they draw lessons for each category. At the end of the article, they conclude with eight methodological characteristics of gaming for empirical-analytical study of policy and organization projects. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research SAGE

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References (76)

Publisher
SAGE
Copyright
© 2012 SAGE Publications
ISSN
1046-8781
eISSN
1552-826X
DOI
10.1177/1046878112439445
Publisher site
See Article on Publisher Site

Abstract

In this article, the authors assess the use of gaming/simulation for research purposes within the organization and policy sciences. They describe three categories of research: (a) gaming/simulation for pure research, (b) gaming/simulation for policy development, and (c) gaming/simulation for policy implementation and organizational change. For each category, an example project is described. Studying six projects and interviewing experts on these projects, they draw lessons for each category. At the end of the article, they conclude with eight methodological characteristics of gaming for empirical-analytical study of policy and organization projects.

Journal

Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and ResearchSAGE

Published: Oct 1, 2012

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