Activity Driven Time in Computerized Gaming Simulations

Authors

  • Precha Thavikulwat

Abstract

Pedagogically and administratively critical to gaming simulations, the treatment of time can differ along three dimensions: scale, synchronization, and drive. Time can be fixed or flexibly scaled, synchronized or asynchronized among participants, and driven either by the administrator, the participants, the clock, or the level of activity. Fixed scaling is more easily programmed; flexibly scaling gives participants more freedom. Synchronization coerces participants unnaturally, but assures that mindless activity is not rewarded. Administrator-driven time is administratively inconvenient, participant-driven time is difficult to coda when decisions among participants are interdependent, and clock-driven time is inherently inadaptable to an irregular schedule. Activity-driven time can involve counting either decisions or accesses. Counting decisions encourages the churning of decisions; counting accesses encourages revolving access and collusive access, and can give rise to inadaptive pacing. Solutions to these problems are discussed. Treating time unconventionally enables gaming simulations to run for many periods without imposing excessive demands on either administrators or participants.

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Published

2014-03-06