Vindby—A Serious Offshore Wind Farm Design Game
Abstract
:1. Motivation
- Develop a digital game for the design and the operational management of offshore wind farms to be used for two purposes:
- (a)
- Training: The game should act as a novel training technique/tool for engineers and researchers to better understand cost and design drivers.
- (b)
- Dissemination: The game should teach the public important facts about offshore wind energy and serve as educational outreach.
- Measure game effectiveness in terms of the accuracy and responsiveness of its simulations and its educational power.
1.1. Boundary Conditions
1.2. Organization of Research
2. Serious Games
3. Vindby the Game
3.1. Game Framework
3.1.1. Objectives
- Profit: Invest all the initial investment (€1 billion) in capital costs and break overall profit by 2025,
- Compete: Keep playing until 2030 and achieve an overall score higher than any other player,
- Dominate: Achieve 10% share of all energy supply that can be provided by offshore wind by 2050,
- Save the planet: Prevent the global temperature from increasing by 2 degrees by 2100, and
- Free for all: Free play without time limits.
3.1.2. Dynamics
3.1.3. Elements
3.1.4. Mechanics
3.2. Implementation
3.3. Game Content
3.3.1. Weather Simulation
3.3.2. Wind Farm Design
3.3.3. Operation and Maintenance
3.4. Power Production
3.4.1. Energy Demand
3.4.2. Economics and Costs
3.4.3. Stakeholders
3.4.4. Optimization
3.5. Game Design
4. Playtesting Results
5. Discussion
6. Materials and Methods
7. Conclusions and Future Work
7.1. Conclusions
7.2. Future Work
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Terminology for serious games | |
Playing | Playing refers to a user engaging in the serious game for training or dissemination. This includes voluntary or required participation. Characterizing goals refer to the additional purpose of a serious game other than entertainment. |
Characterizing goal | The characterizing goal for training is to improve technical judgement of the user. The characterizing goal for dissemination is to enhance the sentiment of the user towards offshore wind energy and introduce basic terminology. These goals are refined throughout the report and summarized in the conclusion. |
Flow | Flow is the experience while playing characterized by exclusive concentration on the game, feeling immersed, feeling in control, facing clear goals, and receiving immediate and consistent feedback. Flow should encompass motivation to play, appeal to a spectrum of end users, removing factors that demotivate, and creating meaningful hints with feedback [5,11]. |
Playability | Playability is the term used when referring to game usability, player experience, and the inclination for continued play. For the sake of simplicity playability will almost always be referred to as a composite measure throughout this study. |
Terminology for game design framework | |
Goals | Game objectives or game goals are what the player must achieve to win (not to be confused with the characterizing goals). The game goal includes a specific target to reach by playing e.g., an award or a certain number of points. |
Dynamics | Game dynamics are the means by which players achieve the goal and can include one or many different dynamics. Common well-known dynamics include race-to-the-finish, construct, solve, and collection. |
Mechanics | Game mechanics control the way players interact with the game. This includes specific rules and procedures that guide the player and the internal structure of the game, as defined by game dynamics. |
Elements | Game elements are features of the game that keep players engaged such as story, rewards, and scoring. Games use one or more of these elements [12]. |
Terminology for game production | |
Content | Content refers to domain-specific knowledge. In this study, this pertains to simplified offshore wind farm design. This includes the engineering models, weather simulation, assumed parameter values, and formulas used to build the game. |
Programming | Programming refers to the relevant algorithms and programming concepts used in the hardware and software arrangements on which the game is played. One of the challenges of programming is to ensure the game runs at a desired speed on different computers throughout the game. |
Playtesting | Playtesting is the process of testing the prototype of a game by individuals not involved in the design. Feedback from players after playtesting is used to improve the prototype. |
Simulation Hourly | Simulation 10 min | Mean Wave Height [m] | Mean Wind Speed [m/s] | Intra-Hour Variation [m/s] | Error Wave Height | Error Wind Speed |
---|---|---|---|---|---|---|
Observed | Observed | 1.51 | 9.37 | 0.55 | - | - |
wave to wind | Markov | 1.52 | 9.55 | 0.75 | 0.55 % | 1.97 % |
wave to wind | Gaussian | 1.49 | 9.48 | 0.56 | −1.18 % | 1.20% |
wind to wave | Markov | 1.47 | 9.38 | 0.73 | −2.66% | 0.12% |
wind to wave | Gaussian | 1.47 | 9.35 | 0.56 | −2.73 % | −0.25% |
Monopile | Gravity | Jacket | Tripod | Spar | Semi-Submersible | Tension Leg | |
---|---|---|---|---|---|---|---|
Scour | poor: 0.0001 | poor: 0.0001 | 0 | 0 | 0 | 0 | 0 |
Fatigue | 0.00001 × WH | 0.00001 × WH | 0.000005 × WH | 0.000005 × WH | 0.00002 × WH | 0.00002 × WH | 0.00002 × WH |
Corrosion | 0.00001 | 0 | 0.00002 | 0.00002 | 0.00001 | 0.00002 | 0.00001 |
Bearing | 0 | medium: 0.0001 poor: 0.0002 | 0 | 0 | 0 | 0 | 0 |
External load | 0.000001 × TS | 0.0000005 × TS | 0.000001 × TS | 0.0000005 × TS | 0.000001 × TS | 0.000001 × TS | 0.0000005 × TS |
Turbine Rating [MW] | Cut-In [m/s] | Slope | Rated Speed [m/s] | Cut-Out [m/s] |
---|---|---|---|---|
3 | 3 | 0.3 | 12 | 23 |
5 | 3 | 0.5 | 11 | 25 |
7 | 4 | 0.8 | 13 | 25 |
10 | 3 | 1.2 | 11 | 25 |
15 | 4 | 1 | 15 | 25 |
Water Depth [m] | Monopile | Gravity | Jacket | Tripod | Spar | Semi-Submersible | Tension Leg |
---|---|---|---|---|---|---|---|
0 | 0.0 | 0.0 | 0.0 | 0.0 | 25.7 | 11.1 | 25.8 |
10 | 0.8 | 1.4 | 1.1 | 1.6 | 23.5 | 9.5 | 23.6 |
20 | 1.6 | 2.7 | 2.1 | 3.2 | 21.4 | 8.0 | 21.5 |
30 | 3.3 | 6.5 | 3.2 | 4.8 | 19.2 | 8.0 | 19.4 |
40 | 0.4 | 8.7 | 4.2 | 6.4 | 17.1 | 8.0 | 17.2 |
50 | 5.4 | 10.9 | 5.3 | 8.0 | 14.9 | 8.0 | 15.1 |
60 | 6.5 | 13.1 | 6.4 | 9.6 | 12.7 | 8.0 | 12.9 |
70 | 7.6 | 15.2 | 7.4 | 11.2 | 10.6 | 8.0 | 10.8 |
80 | 8.7 | 17.4 | 8.5 | 12.8 | 8.4 | 8.0 | 8.7 |
90 | 9.8 | 19.6 | 9.5 | 14.4 | 6.3 | 8.0 | 6.5 |
100 | 10.9 | 21.8 | 10.6 | 16.0 | 4.1 | 8.0 | 4.4 |
110 | 12.0 | 23.9 | 11.7 | 17.6 | 4.1 | 8.0 | 4.4 |
120 | 13.1 | 26.1 | 12.7 | 19.2 | 4.1 | 8.0 | 4.4 |
130 | 14.1 | 28.3 | 13.8 | 20.8 | 4.1 | 8.0 | 4.4 |
140 | 15.2 | 30.5 | 14.8 | 22.4 | 4.1 | 8.0 | 4.5 |
150 | 16.3 | 32.6 | 15.9 | 24.0 | 4.1 | 8.0 | 4.5 |
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Share and Cite
Dornhelm, E.; Seyr, H.; Muskulus, M. Vindby—A Serious Offshore Wind Farm Design Game. Energies 2019, 12, 1499. https://doi.org/10.3390/en12081499
Dornhelm E, Seyr H, Muskulus M. Vindby—A Serious Offshore Wind Farm Design Game. Energies. 2019; 12(8):1499. https://doi.org/10.3390/en12081499
Chicago/Turabian StyleDornhelm, Esther, Helene Seyr, and Michael Muskulus. 2019. "Vindby—A Serious Offshore Wind Farm Design Game" Energies 12, no. 8: 1499. https://doi.org/10.3390/en12081499
APA StyleDornhelm, E., Seyr, H., & Muskulus, M. (2019). Vindby—A Serious Offshore Wind Farm Design Game. Energies, 12(8), 1499. https://doi.org/10.3390/en12081499