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- research-articleJune 2018
On the Architecture of Game Science
Simulation and Gaming (SIMG), Volume 49, Issue 3Pages 207–245https://doi.org/10.1177/1046878118762534Background. Game studies show a high diversity of university departments that contribute to the field. They offer a cross-disciplinary image that includes a range of professions. Game science is responsive to the needs of government institutions, to ...
- research-articleJanuary 2016
Designing visualization software for super-wicked problems
Information Polity (INPOL), Volume 21, Issue 4Pages 399–409https://doi.org/10.3233/IP-160400Designing effective visualization software in the context of super wicked problems includes incorporating understanding of public policy and decision making settings into the software development process. Case study findings presented here show that a ...
- panelMay 2015
Engaging researchers and decision makers to develop usable climate information
dg.o '15: Proceedings of the 16th Annual International Conference on Digital Government ResearchPages 301–303https://doi.org/10.1145/2757401.2757445In this plenary panel, speakers from academia and government present their past efforts to engage researchers and decision makers in determining and delivering information needed for climate change action. The primary goal of the panel presentations and ...
- research-articleMay 2015
Software for scientists facing wicked problems lessons from the VISTAS project
dg.o '15: Proceedings of the 16th Annual International Conference on Digital Government ResearchPages 61–70https://doi.org/10.1145/2757401.2757433The Visualization for Terrestrial and Aquatic Systems project (VISTAS) aims to help scientists produce effective environmental science visualizations for their own use and for use in presenting their work to a wide range of stakeholders (including other ...
- articleFebruary 2009
The Saga of ISAGA
Simulation and Gaming (SIMG), Volume 40, Issue 1Pages 30–47https://doi.org/10.1177/1046878107310604This article sketches the emergence of gaming and simulation associations in the 1960s and 1970s with a particular interest in ISAGA, the International Simulation and Gaming Association. It elaborates on the prospects to shape a meta-science of design, ...