Understanding IT and OT Lifecycle Alignment Challenges and Opportunities: Design and Evaluation of a Serious Railway Game

Background The convergence of information technology (IT) and operational technology (OT) in physical assets offers significant benefits but also presents challenges, particularly in aligning the lifecycles of IT and physical assets. A review of 24 serious games related to asset management and rail revealed a research gap in synchronising the separate IT and OT lifecycles, highlighting the need for a serious game specifically addressing this issue. Consequently, a serious game has been developed to educate professionals on lifecycle alignment within IT/OT convergence. Aim This study aims to iteratively design and evaluate an artefact, the IT/OT Railway Game, to address IT/OT convergence challenges, with an emphasis on understanding the potential of IT/OT lifecycle alignment, assessing strategies, and applying them in a simulated railway context. Method The game was developed using the Design Science Research Methodology (DSRM) and evaluated using the Framework for Evaluation in Design Science (FEDS). Four design iterations and three evaluation cycles were conducted, with 118 participants across 14 sessions. The evaluation focused on playability, game mechanics, and achievement of intended learning outcomes. Results The study designed and evaluated a serious game to educate practitioners on IT/OT lifecycle alignment. A three-step evaluation assesses playability, game mechanics, and learning outcomes to measure learning effectiveness. Findings show a measurable improvement in participants’ knowledge and ability to apply IT/OT lifecycle alignment strategies in practice. Furthermore, the study suggests that participatory design can be used not only in serious game development but also as a learning strategy. Conclusion The IT/OT Railway Game demonstrates the potential of serious games as practical tools for addressing sociotechnical challenges, such as IT/OT lifecycle alignment. While developed for the railway industry, its principles are transferable to other sectors. Future research should explore its adaptability and effectiveness in broader industrial and academic contexts.

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Publication Details

Journal
Simulation & Gaming
Published
2026-04-22
DOI
https://doi.org/10.1177/10468781261438163
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Understanding IT and OT Lifecycle Alignment Challenges and Opportunities: Design and Evaluation of a Serious Railway Game

Alberto Martinetti, Jan Braaksma, Arno Kok
Simulation & Gaming
Educational Games and Gamification
article

Understanding IT and OT Lifecycle Alignment Challenges and Opportunities: Design and Evaluation of a Serious Railway Game

Alberto Martinetti, Jan Braaksma, Arno Kok
article en

Abstract

Background The convergence of information technology (IT) and operational technology (OT) in physical assets offers significant benefits but also presents challenges, particularly in aligning the lifecycles of IT and physical assets. A review of 24 serious games related to asset management and rail revealed a research gap in synchronising the separate IT and OT lifecycles, highlighting the need for a serious game specifically addressing this issue. Consequently, a serious game has been developed to educate professionals on lifecycle alignment within IT/OT convergence. Aim This study aims to iteratively design and evaluate an artefact, the IT/OT Railway Game, to address IT/OT convergence challenges, with an emphasis on understanding the potential of IT/OT lifecycle alignment, assessing strategies, and applying them in a simulated railway context. Method The game was developed using the Design Science Research Methodology (DSRM) and evaluated using the Framework for Evaluation in Design Science (FEDS). Four design iterations and three evaluation cycles were conducted, with 118 participants across 14 sessions. The evaluation focused on playability, game mechanics, and achievement of intended learning outcomes. Results The study designed and evaluated a serious game to educate practitioners on IT/OT lifecycle alignment. A three-step evaluation assesses playability, game mechanics, and learning outcomes to measure learning effectiveness. Findings show a measurable improvement in participants’ knowledge and ability to apply IT/OT lifecycle alignment strategies in practice. Furthermore, the study suggests that participatory design can be used not only in serious game development but also as a learning strategy. Conclusion The IT/OT Railway Game demonstrates the potential of serious games as practical tools for addressing sociotechnical challenges, such as IT/OT lifecycle alignment. While developed for the railway industry, its principles are transferable to other sectors. Future research should explore its adaptability and effectiveness in broader industrial and academic contexts.

Simulation & Gaming
Nederlandse Spoorwegen (NL), University of Twente (NL)
Openalex Percentile: Top 15%
Educational Games and Gamification
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