I aim to understand how games as powerful tools to solve complex problems have to be designed in relation to related realities.
With her research, Heide aims to understand how applied immersive games , games that have a specific purpose such as training and learning, and use immersive technologies such as virtual or augmented reality for this, have to be designed and used in order to achieve the intended effect. Heide investigates how realistic in terms of representation, social interaction, and experience these games have to be to be valid and engaging games. She applies games to domains such as education, logistics, safety and security, and disaster management. Heide works together with local and international academics, as well as with organizations and game developers to answer her research questions, and to support organizations with game-based solutions on the interplay with the games industry.
- Agusdinata DB. and Lukosch H. (2019) Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development. Simulation and Gaming 50(3): 359-376. http://dx.doi.org/10.1177/1046878119848135.
- Agusdinata DB., Hanif MA., Lukosch HK. and Ortega E. (2019) A role-playing game development for supporting interventions to reduce household greenhouse gas emissions: Transdisciplinary pathways and challenges. A Research Agenda for Environmental Management: 159-168. http://dx.doi.org/10.4337/9781788115193.00024.
- Kuijpers A., Lukosch H. and Verbraeck A.. (2019) Exploring a mixed method approach: Simulation games and Q methodology. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 11899 LNCS: 522-529. http://dx.doi.org/10.1007/978-3-030-34350-7_50.
- Lukosch H. and Comes T. (2019) Gaming as a research method in humanitarian logistics. Journal of Humanitarian Logistics and Supply Chain Management 9(3): 352-370. http://dx.doi.org/10.1108/JHLSCM-06-2018-0046.
- Lukosch H., Broekhans B. and Gordijn J.. (2019) Effects of using avatars in a game-based learning environment. In Proceedings of the European Conference on Games-based Learning 2019-October: 441. http://dx.doi.org/10.34190/GBL.19.051.