Documents/TUDCSG

about CPS

Strategic_Plan

Publication: 2012-10-26

Source: http://cps.tbm.tudelft.nl/site/content/about-cps

Serious gaming involves the use of concepts and technologies derived from (computer) entertainment games for non-entertainment purposes such as for research, policy and decision-making, training and learning. Serious gaming often combines analogue techniques (pen and paper) and social interaction with state of the art game and simulation technology (immersive 3D virtual game worlds).

Why gaming? Infrastructures, such as main ports and utilities, can be characterized as complex (multi-actor) systems. The behavior of complex systems can be modeled and simulated in various ways for decision-making or research. Serious gaming is the only method where real people - as actors or stakeholders - can be an intrinsic part of a digital and/or analogue model. Games allow people to play with complex computer models, interact with each other and experience (r)evolutionary changes. This can be done before a decision or policy has been implemented and without damaging effects to the outside world. This has great benefits for the understanding and management of infrastructures. Playing with infrastructures in serious games has great value for the dissemination of academic and applied research, for (PhD) education and (post academic) training.

Submitter:

Name:Owen Ambur

Email:Owen.Ambur@verizon.net

Organization:

Name:Centre for Serious Gaming

Acronym:TUDCSG

Description:
CPS - TU-Delft Centre for Serious Gaming (www.seriousgaming.tudelft.nl) is an interdisciplinary centre of expertise and experience for academic research and professional applications of simulation-gaming, serious gaming and 3D virtual (game) worlds for purposes such as complex policy-making, organizational decision-making, management, learning and training.

Stakeholder(s):

  • Delft University of TechnologyThe Centre is part of the Faculty of Technology, Policy and Management (TPM, www.tbm.tudelft.nl) of Delft University of Technology, the Netherlands. It co-operates closely with the TU-Delft faculties of Computer Science (EWI), Architecture (BK) and Civil Engineering (CiTG), with the Next Generation Infrastructures foundation (NGI, www.nextinfra.nl), and with established and start-up (engineering, simulation and gaming) companies, as well as with research groups and companies in India (Cstep, Bangalore) and China (HIT, Harbin).

  • DeltaresClient - http://www.deltares.nl/en

  • ProrailClient - http://www.prorail.nl/Pages/Homepage.aspx

  • Royal Dutch ShellClient - http://www.shell.nl/

  • APM TerminalsClient - http://www.apmterminals.com/

  • Air Traffic Control the NetherlandsClient - http://www.lvnl.nl/nl

  • Port of RotterdamClient - http://www.portofrotterdam.com/en/Pages/default.aspx

  • Tygron Serious GamingPartner - http://tygron.nl/

  • E-semblePartner - http://www.e-semble.com/

  • Center for study of Science, Technology and PolicyPartner - (Cstep, Bangalore, India) - http://www.cstep.in/

  • Harbin School of ManagementPartner - (Harbin Institute of Technology HIT, China) - http://en.hit.edu.cn/som/