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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Analyzing a Collaborative Modeling Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>D. (Denis) Ssebuggwawo</string-name>
          <email>D.Ssebuggwawo@science.ru.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>S.J.B.A (Stijn) Hoppenbrouwers</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>H.A (Erik) Proper</string-name>
          <email>e.proper@acm.org</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Capgemini Nederland B.V.</institution>
          ,
          <addr-line>Papendorpseweg 100, 3528 BJ Utrecht</addr-line>
          ,
          <country>The</country>
          <addr-line>Netherlands, EU</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Computing and Information Sciences, Radboud University Nijmegen Heyendaalseweg 135</institution>
          ,
          <addr-line>6525 AJ Nijmegen</addr-line>
          ,
          <country>The</country>
          <addr-line>Netherlands, EU</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2009</year>
      </pub-date>
      <fpage>73</fpage>
      <lpage>78</lpage>
      <abstract>
        <p>Analysing the modeling process within collaborative (group) modeling sessions is not a trivial task. In such environments, there are many things that in uence the way the modeling process is carried along. These include the skills and expertise of the modelers, the communication between them, the decision-making process, rules and goals driving the process etc. To study and support such a collaborative modeling process, we describe, in this work, a three-tier conceptual framework that uses the game-metaphorical approach. We present preliminary ndings from a case study to illustrate the concepts in our framework.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        In system development, including enterprise engineering, communication plays a
vital role [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and a number of stakeholders are usually brought aboard the system
development ship with varying skills, expertise, and knowledge. This results in
a heterogeneous group of stakeholders including, for example, project managers,
(prospective) users who may act as domain experts etc. In such environments,
participants engage in various types of conversations during the creation of agreed
models. Such conversations involve negotiation, which results in accepts, rejects,
modi cations etc. see [
        <xref ref-type="bibr" rid="ref2 ref6">2,6</xref>
        ]. All this is done so that the di erent divergent
positions and viewpoints within the group can be reconciled, and agreement and
consensus reached [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        The work of Peter Rittgen ([
        <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
        ]) is closely related to our own, based on
similar principles, and therefore particularly relevant to this paper. His Collaborative
Modeling Architecture(COMA) tool re ects a similar approach to collaborative
system analysis and design. However, while he focuses on negotiation of models
as such (which is indeed the core activity), he largely ignores other aspects (like
language setting, planning, sub-model de nition, etc.), or sets default choices
for them. While we consider his approach a good start, we believe more di
erentiated and in-depth analysis of real modeling processes will contribute to a
broader and deeper understanding of the modeling process.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Game Metaphorical Approach to Collaborative</title>
    </sec>
    <sec id="sec-3">
      <title>Modeling</title>
      <p>
        As discussed in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], instantiated collaborative modeling sessions can be analyzed
as if they are games. This approach is rooted in the observation that operational
collaborative modeling is an interactive process that is \played out" within the
boundaries of speci c constraints (rules). Though our current analysis does not
involve gaming as an overt activity, our analysis is based in the idea of viewing
the modeling session that is studied as a game.
      </p>
      <p>
        Games, can be understood from many perspectives: systems, cognition,
emotion (see, for example Jarvinen [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]); entertainment as well as utility (\games with
a purpose" or \serious gaming"). Games are by de nition rule/goal-oriented.
Jarvinen developed a Game Design Theory (GDT) which, can be applied to
method engineering [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>Our work follows the same line of thought. Games Theory (which we do
not directly employ) analyzes strategies for playing and winning games, whereas
GDT describes design concepts and principles underlying good game design. In
a modeling context, GDT is believed to contribute to good method design.</p>
      <p>
        As for the collaborative game aspect, [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] makes a clear distinction between
competitive, cooperative and collaborative games. Competitive games force
players to identify strategies that are diametrically opposite. Cooperative games, in
contrast to competitive games model situations in which players' interests may
be \neither completely opposed nor completely coincident". They contain a set
of enforceable rules that govern and direct the negotiation and bargaining of the
players. Our work embraces this view and applies it to collaborative modeling by
identifying a set of rules and goals governing and directing the modeling process,
and studying the interactions in view of those rules.
      </p>
      <p>Thus, we view modeling as a game in which a set of rules and goals direct and
govern the collaboration of the players (modelers). In this paper, we explain an
operational conceptual framework related to the game metaphor, and illustrate
the framework at the hand of data and results from a case collaborative modeling
session. These being preliminary results we only report on results concerning
interactions and few rules identi ed.
3</p>
    </sec>
    <sec id="sec-4">
      <title>Conceptual Framework</title>
      <p>
        Our conceptual framework for analysis is based on previous theoretical work on
the act of modeling [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], but pushes for operationalization of the theory in the
form of qualitative analysis of (transcripts of) actual modeling sessions. In a
collaborative modeling session, modelers come together to perform some modeling
task. They interact and communicate their ideas and opinions to other members.
For them to reach consensus and agreement, they need to commit themselves
to work as a team and abide by their collective knowledge, conventions and
decisions (rules of their game). Their interactions, the rules and goals and the
models produced drive the modeling process at any given time, t. The interplay
between them is given in Fig. 1.
      </p>
      <p>
        We view goals as a key type of rule (\goal rules") [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The goals are rules
setting states to strive for. The rules should ideally guarantee process and model
quality, but they also re ect existing conventions for (inter)action in modeling
and conversation. We distinguish two basic types of rules in collaborative
modeling: rules set for the game, i.e., setting the game as such, and rules set in the
game, i.e., by the players.
4
      </p>
    </sec>
    <sec id="sec-5">
      <title>Collaborative Modeling Session Experiment</title>
      <p>The modeling session was organized and passively attended by two researchers.
Three modelers (identi ed by M, D,R) participated in the actual session. They
all had some experience in process modeling in a system development context,
but were not expert modelers. The session (which took 18 minutes) was video
recorded with good sound quality. The modelers were also given a digital writing
pad, which was recorded alongside the video. See Fig. 2 for a snapshot of the
recording.</p>
      <p>Transcription. A complete transcription was made of the recording and to
e ectively study the conversation patterns in the modeling session, we identi ed
atomic interactions (i.e. disentangled them if they were wrapped up in complex
sentences) and annotated and categorized them.</p>
      <p>The following information is covered by the coding of the transcript:
Interactions - with properties: time and interaction number, actor(player),
topic/content, and speech act type. Table 1 gives an example of interaction
coding, interpretation and the meta-data associated with its properties.
Rules - with properties: time of activation, content and number of
interaction it was proposed in, time of deactivation, content and number of
interaction it was proposed in, type of rule. Interactions are identi ed by numbers.
The whole collaborative modeling session consisted of a total of 291 interactions
and took 17.25 minutes or 1045 seconds. It showed three clearly distinguishable
phases: I-Setting of the main approach: choosing the language and sub-division
of work, II-Exploring and deciding which actors play a role in the rst partial
process model and III-Modeling the sub-process each with its own typical
proportion of interactions types. A number of interaction topics and rules/goals were
identi ed. These are shown and explained below.</p>
      <p>
        We used conversational analysis and Language-Action Perspective (LAP) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
to identify the di erent speech acts in the modelers' conversations.
Categories of interactions identi ed are: Content Setting (which does not concern
goal setting but ful llment of goals) hence falls outside this paper's scope, but
deserves further study. Collaboration Setting is an interaction category not
previously proposed. It concerns how modelers are to collaborate with each other : what
roles, hierarchy, responsibilities; how they organize themselves. Another \new"
topic was found: Planning Setting, concerning options for temporal scheduling
and strategies concerning the ful llment of creation goals.
      </p>
      <p>We found nine rules, all goal setting rules. Three rules were explicitly set for
the game: one creation rule, one grammar rule and one validation rule. Seven
rules were set in the game: six of them concerned grammar goals, one concerned
a creation goal in the game.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions and Further Research</title>
      <p>
        We have presented and illustrated a research approach aimed at analyzing the
detailed process (act) of modeling. We presented a three-tier (Rules,
Interactions and Models) conceptual framework. We analyzed an actual collaborative
modeling session to illustrate the framework. Findings were also presented, to
perform a partial validation of the Quality of Modeling (QoMo) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and COMA
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] approaches.
      </p>
      <p>We do not claim that our approach is de nitive and static. There clearly
is room for elaboration and improvement. We plan to carry on in this line of
work in a recently started PhD project that this paper is also a product of. Our
applied aim is to lay a foundation for the design of advanced, modeler-oriented
support tools for collaborative modeling using a gaming approach to modeling.</p>
    </sec>
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