An investigation on using serious gaming to study human decision-making in engineering contexts

Serious gaming is the use of games for purposes beyond entertainment. In this paper, we investigate the use of serious gaming as a tool for research into decision-making in engineering systems design. Serious gaming provides a fully controllable environment in which to study the decision-making beha...

Full description

Bibliographic Details
Main Authors: Sean D. Vermillion, Richard J. Malak, Rachel Smallman, Brittney Becker, Michale Sferra, Sherecce Fields
Format: Article
Language:English
Published: Cambridge University Press 2017-01-01
Series:Design Science
Subjects:
Online Access:https://www.cambridge.org/core/product/identifier/S2053470117000142/type/journal_article
_version_ 1811156423156957184
author Sean D. Vermillion
Richard J. Malak
Rachel Smallman
Brittney Becker
Michale Sferra
Sherecce Fields
author_facet Sean D. Vermillion
Richard J. Malak
Rachel Smallman
Brittney Becker
Michale Sferra
Sherecce Fields
author_sort Sean D. Vermillion
collection DOAJ
description Serious gaming is the use of games for purposes beyond entertainment. In this paper, we investigate the use of serious gaming as a tool for research into decision-making in engineering systems design. Serious gaming provides a fully controllable environment in which to study the decision-making behavior of engineers in simulated design scenarios. However, given the nature of games and their inherent association with entertainment, it is possible that gaming environments themselves induce unexpected, or unrepresentative behavior. We present two experiments in which we investigate serious gaming as a research tool. Both experiments deal with design decisions in the presence of sunk costs and compare two approaches for communicating the decision-making scenario: (1) an interactive game and (2) a written narrative. The written narrative approach for communicating decision-making scenarios is a widely used and accepted technique for decision-making research. We find that behavior observed in the game variants did not significantly differ from behavior observed in their written narrative equivalents. This result builds confidence for the use of game-based research approaches. However, the results in this paper suggest that response distributions collected from a game have more noise than those from an equivalent written narrative.
first_indexed 2024-04-10T04:51:19Z
format Article
id doaj.art-3ea9cc8e0a4f4930a875ce4a165db021
institution Directory Open Access Journal
issn 2053-4701
language English
last_indexed 2024-04-10T04:51:19Z
publishDate 2017-01-01
publisher Cambridge University Press
record_format Article
series Design Science
spelling doaj.art-3ea9cc8e0a4f4930a875ce4a165db0212023-03-09T12:31:57ZengCambridge University PressDesign Science2053-47012017-01-01310.1017/dsj.2017.14An investigation on using serious gaming to study human decision-making in engineering contextsSean D. Vermillion0https://orcid.org/0000-0003-3699-576XRichard J. Malak1Rachel Smallman2Brittney Becker3Michale Sferra4Sherecce Fields5Innovative Decisions, Inc., Vienna, VA, USADesign Systems Laboratory, Department of Mechanical Engineering, Texas A&M University, College Station, TX, USASocial Cognition Laboratory, Department of Psychology, Texas A&M University, College Station, TX, USASocial Cognition Laboratory, Department of Psychology, Texas A&M University, College Station, TX, USAHealth Behavior Research Group, Department of Psychology, Texas A&M University, College Station, TX, USAHealth Behavior Research Group, Department of Psychology, Texas A&M University, College Station, TX, USASerious gaming is the use of games for purposes beyond entertainment. In this paper, we investigate the use of serious gaming as a tool for research into decision-making in engineering systems design. Serious gaming provides a fully controllable environment in which to study the decision-making behavior of engineers in simulated design scenarios. However, given the nature of games and their inherent association with entertainment, it is possible that gaming environments themselves induce unexpected, or unrepresentative behavior. We present two experiments in which we investigate serious gaming as a research tool. Both experiments deal with design decisions in the presence of sunk costs and compare two approaches for communicating the decision-making scenario: (1) an interactive game and (2) a written narrative. The written narrative approach for communicating decision-making scenarios is a widely used and accepted technique for decision-making research. We find that behavior observed in the game variants did not significantly differ from behavior observed in their written narrative equivalents. This result builds confidence for the use of game-based research approaches. However, the results in this paper suggest that response distributions collected from a game have more noise than those from an equivalent written narrative.https://www.cambridge.org/core/product/identifier/S2053470117000142/type/journal_articledecision-makingserious gamingsunk cost effectresearch methodology
spellingShingle Sean D. Vermillion
Richard J. Malak
Rachel Smallman
Brittney Becker
Michale Sferra
Sherecce Fields
An investigation on using serious gaming to study human decision-making in engineering contexts
Design Science
decision-making
serious gaming
sunk cost effect
research methodology
title An investigation on using serious gaming to study human decision-making in engineering contexts
title_full An investigation on using serious gaming to study human decision-making in engineering contexts
title_fullStr An investigation on using serious gaming to study human decision-making in engineering contexts
title_full_unstemmed An investigation on using serious gaming to study human decision-making in engineering contexts
title_short An investigation on using serious gaming to study human decision-making in engineering contexts
title_sort investigation on using serious gaming to study human decision making in engineering contexts
topic decision-making
serious gaming
sunk cost effect
research methodology
url https://www.cambridge.org/core/product/identifier/S2053470117000142/type/journal_article
work_keys_str_mv AT seandvermillion aninvestigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT richardjmalak aninvestigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT rachelsmallman aninvestigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT brittneybecker aninvestigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT michalesferra aninvestigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT shereccefields aninvestigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT seandvermillion investigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT richardjmalak investigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT rachelsmallman investigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT brittneybecker investigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT michalesferra investigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts
AT shereccefields investigationonusingseriousgamingtostudyhumandecisionmakinginengineeringcontexts