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International Journal of Serious Games
Distilling the key insights…
Public sector procurement training often suffers from fragmented, theory-heavy methodologies that fail to prepare specialists for the nuanced realities of modern business models. To address this, the Swedish Transport Administration implemented a gamified simulation designed to bridge the gap between abstract procurement strategies and practical, real-world application. By integrating competitive elements, scoring systems, and iterative feedback loops, this initiative creates a controlled environment where employees can navigate complex stakeholder networks and evolving project variables without the risks associated with actual public sector decision-making.
The implementation reveals significant disparities in how different experience levels approach procurement challenges. While seasoned specialists demonstrate superior tactical execution and technical proficiency, their established professional patterns often limit their ability to adopt innovative, creative solutions. Conversely, newer employees exhibit a higher propensity for aligning their work with broader organizational strategic goals, suggesting that gamification serves as an effective equalizer that highlights both individual performance gaps and institutional blind spots.
Ultimately, the use of gamified simulations proves that professional training can successfully move beyond binary, rule-based learning. By providing a safe space for experimentation, these tools allow public servants to practice complex decision-making in a way that mirrors the interconnected nature of modern infrastructure projects. This approach not only enhances individual competency but also fosters a more cohesive understanding of how tactical procurement tasks contribute to long-term organizational objectives. The findings underscore the necessity of evolving traditional training frameworks to better accommodate the dynamic, non-linear demands of contemporary public administration.
European Conference on Games Based Learning (ECGBL) · 2026