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Subject: Call for papers
From: Jan Klabbers (jklabbers@kmpc.nl)
Date: Sat Oct 23 2004 - 13:06:39 CEST

Call for papers special issue of Simulation & Gaming:
An International Journal of Theory, Practice, and Research

Theme:
Artifact assessment vs. theory testing in simulation/gaming

Guest Editor
Jan H.G. Klabbers, jklabbers AT kmpc.nl

Following the special issues ³State of the Art and Science of
Simulation/Gaming², Volume 32, Number 4, December 2001, and ³Simulation and
Gaming: The art & science of design², Volume 34, Number 4, December 2003, I
am preparing a special issue of the Journal Simulation & Gaming on ³artifact
assessment vs. theory testing.²

The field of gaming and simulation is positioned both in the design and
analytical science tradition. Both domains pursue different research
objectives, and have established different criteria of success. The
analytical sciences develop, test and justify theories. Their power to make
valid predictions is a key to success. The design sciences build and
evaluate artifacts for well-defined contexts of use. Their usability is a
key to success. As a research method of a traditional discipline, gaming
maintains both a concern and a methodology that function under a centripetal
force (disciplinary unification) whereas the quality of its design and use
requires a centrifugal force (a trans- and meta-disciplinary approach) that
defines the quality of the design in a way that is as multifaceted as
possible. Gaming, from that viewpoint, needs a cross-disciplinary dialogue
between the analytical and the design sciences, in order to enhance an
adequate and fruitful conversation over quality. Evaluating games from the
viewpoint of an analytical scientist is distinguishable from assessing games
(artifacts) from the position of a design scientist. Design scientists
(game designers) build their artifacts to function in well-defined contexts
of use. The artifact should be assessed from that viewpoint, in principle
taking on board the option of "causality from single cases".

The aim of this special issue is to examine typical research methodologies
of both domains, and publish empirical studies that can serve as models
(³exemplars²) of how to do gaming and simulation research in the analytical
and design sciences. Authors are invited to pay special attention to
research methodologies that advance their fields of inquiry: either to
develop and test theories such as in multi-agent modeling, cognitive
sciences, social psychology, etc., or to build and evaluate gaming artifacts
that function in contexts of use such as in public and business management,
information (systems) science, multi-media science, health care, urban
management, education, environmental policy, etc. Those, who are involved
in various forms of impact assessment, usability engineering, and action
research, are invited as well to enlighten methodological questions that are
relevant for gaming and simulation.

My intention is to engage in a constructive dialogue with authors so that
the final product will reflect the highest standards for work in the gaming
and simulation tradition.
Please send a one- to two-page outline containing the following items:
€ A working title.
€ Your name(s), address, phone, fax, e-mail, etc.
€ An abstract, with a set of objectives and an outline for the proposed
paper.
€ A working plan and time schedule.
€ (Possibly one or two off-prints of previous papers that might be relevant)

The outline should not exceed 750 words, including the paper¹s title, full
name(s) of author(s), and should be emailed to Jan Klabbers by early 2005 at
jklabbers@kmpc.nl preferably as a Microsoft Word document email attachment.

Send your outline to:
Jan H.G. Klabbers
E-mail: jklabbers@kmpc.nl

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