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Designing AND TESTING A STRATEGY GAME

July 3rd, 2013. Designing AND TESTING A STRATEGY GAME. Bart Valks st. nr. 1503650. Schedule. Presentation 30 minutes Questions 15 minutes Deliberation 15 minutes Ceremony 30 minutes +. Contents. Why ? How ? Who ? What ? Results/Conclusions. “peeling the onion ”.

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Designing AND TESTING A STRATEGY GAME

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  1. July 3rd, 2013 Designing AND TESTING A STRATEGY GAME Bart Valks st. nr. 1503650

  2. Schedule • Presentation 30 minutes • Questions 15 minutes • Deliberation 15 minutes • Ceremony 30 minutes +

  3. Contents • Why? • How? • Who? • What? • Results/Conclusions “peeling the onion”

  4. Why Why do we buildwhatnobodywants?

  5. Why Efficiency! Average NL: 16% office vacancy, 8% retailvacancy

  6. Why • TU Delft: decrease of public funding in next years Maintenance budget , need to invest in the campus • Increasing pressure on FMVG! • Call for a ‘state of the art’ real estate management solution

  7. How task 2 - exploring changing demand CURRENTdemand FUTUREdemand Matchingsupply and demand DEMAND SIDE exploringchangingdemand determinecurrentmatch determinefuturematch task 3 - generating future models task 1 - assessing the current campus MATCH weigh andselectalternative(s) CURRENTsupply FUTUREsupply step by step plan SUPPLY SIDE task 4 - defining projects to transform DAS Frame by de Jonge et al. (2009)

  8. How Interview 1 Testing • Designing Interview 2 Workshop 1 Workshop 2

  9. How • Hypothesis: gaming can help users to comprehend this complexity • PROBLEM: Complexity in decision-making is increasing! ...buthow? Main Research Question: • How can the use of gaming in real estate decision-making models help users to better understand the increasing complexity in • real estate management?

  10. Who Incorporating relevant people and information focus on institution focus on real estate College van Bestuur strategic financial strategic policy makers controllers DirecteurenOnderwijs FMVG CREM technical managers users operational physical functional technical functional O&S Docent Student CREM Model by Den Heijer & De Vries (2005)

  11. What Makingexplicitwhatyou want Preference-based Design byBinnekamp (2010)

  12. What • Current supply does not meet requirements • The new bachelor curriculum will lead to a change in demand • There are too few types of lecture halls to support this change in demand • The current supply is being used ineffectively

  13. Results Are we solving the problem?

  14. Results

  15. Results • Experiences with the model “This model is ideal to have the discussion about what we need” O&S • Attractiveness of the method “The methodology is the most important aspect” Director of Education • Perception of effectiveness of the method “The process is faster, more to the point and more transparent” Student Council

  16. Conclusion • Iterating helps stakeholders to understand what they really want • It helps them to understand how this affects the overall result • Because the results are not final, they can experiment in a safe way Main Research Question: • How can the use of gaming in real estate decision-making models help users to better understand the increasing complexity in • real estate management?

  17. Questions? • Thank you for your time and attention!

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