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Planspiele are a German tradition of serious simulation games used for training decision-making. Later they were adapted to economics, politics, and social processes.
Planspiele, the German tradition of serious simulation games used for training decision-making, form the subject of this study, which examines their use as tools for political education. Originating in late eighteenth-century Prussian military planning and later adapted to economics, politics, and social processes, these games are analysed here from two perspectives: how analogue, hybrid, and digital formats shape teaching and learning, and how the games relate to public discourse and civic engagement. The work adopts a qualitative, multimodal approach combining game studies, educational theory, and discourse analysis, drawing on close readings of gameplay, visual and narrative design, and player interaction models.
The corpus comprises three exemplary games selected for representativeness across formats, institutional affiliation with educational or political bodies, and accessibility to educators: GEMEINSAM.ÖSTERREICH REGIEREN (2018), an analogue game from the Austrian Ministry of the Interior; Commander Sisu, a hybrid game by a public charity and a foundation; and Moderate Cuddlefish (2017), a digital game produced with a federal civic education agency. Each is assessed for its support of critical reflection, explorative-heuristic testing of possibilities, and structural application of ludic situations to social reality, with attention to collaborative play, current-affairs relevance, interactivity, and the complexity of topic presentation.
A second strand examines the wider archive of German educational simulations, including over 200 games catalogued by the Bundeszentrale für politische Bildung and more than 100 offered by a Berlin-based provider in collaboration with public bodies. These are classified into five thematic tracks: politics, society (including migration and discrimination), economy, the legal system, and sustainability. The analysis also considers commercial and partisan examples, such as Path Out, which models the Syrian refugee crisis to encourage empathy, and Moschee Baba, an Islamophobic game released by an Austrian right-wing party, as a case of political radicalism in simulation design.
The study concludes that Planspiele have demonstrated substantial value in fostering decision-making and socio-cognitive skills, but that their educational benefits depend on careful design. The authors argue that deliberately crafted simulation games are necessary to cultivate informed and socially aware citizens, and that attention must be paid to inclusivity, ideological bias, and accessibility when such games are deployed in classrooms and civic programmes.
European Conference on Games Based Learning (ECGBL) · 2025