<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-19T15:38:24Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/90050" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/90050</identifier><datestamp>2022-01-31T20:48:47Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Olivier de Weck.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Guinto, Roi John</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Technology and Policy Program.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Engineering Systems Division</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Technology and Policy Program</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2014-09-19T21:36:46Z</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2014</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2014</dim:field>
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   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">890140134</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis: S.M. in Technology and Policy, Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program, 2014.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Cataloged from PDF version of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (pages 85-88). Gameography: page 89.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">Gaming has been explored as a research technique in complex systems to explore human interactions within technical domains. These so-called "serious games" are designed for purposes outside of pure entertainment and are intended to help researchers engage with qualitative data that focuses on human behavior. This thesis focuses on a research game called ColumBID which was designed for the Production in the Innovation Economy shipbuilding study. This game seeks to understand the negotiation process in defense contracting and is used to facilitate and record the participants' movement through the tradespace. From a game theory perspective, we analyzed the non-Pareto dominant movements through the tradespace and found that humans explore the space by sliding along fronts until they reach an optimal and then jumping to another front to negotiate another optimal point. The players then compare these optimal points to simplify the multi-variable optimization. We found that an 8% contract price improvement in the competitive case compared to the monopolistic case. This thesis recommends that serious research game design focus on questions about the process rather than the endgame optimization.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Roi John Guinto.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">S.M. in Technology and Policy</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">89 pages</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.</dim:field>
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   <dim:field mdschema="dc" element="subject" lang="en_US">Technology and Policy Program.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Serious games for improved defense contracting</dim:field>
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   	&lt;Title>Serious games for improved defense contracting&lt;/Title>
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   	&lt;PublicationDate>2014&lt;/PublicationDate>
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   	&lt;Abstract>Gaming has been explored as a research technique in complex systems to explore human interactions within technical domains. These so-called &amp;quot;serious games&amp;quot; are designed for purposes outside of pure entertainment and are intended to help researchers engage with qualitative data that focuses on human behavior. This thesis focuses on a research game called ColumBID which was designed for the Production in the Innovation Economy shipbuilding study. This game seeks to understand the negotiation process in defense contracting and is used to facilitate and record the participants&amp;apos; movement through the tradespace. From a game theory perspective, we analyzed the non-Pareto dominant movements through the tradespace and found that humans explore the space by sliding along fronts until they reach an optimal and then jumping to another front to negotiate another optimal point. The players then compare these optimal points to simplify the multi-variable optimization. We found that an 8% contract price improvement in the competitive case compared to the monopolistic case. This thesis recommends that serious research game design focus on questions about the process rather than the endgame optimization.&lt;/Abstract>
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