**3.2 Impact on application development and deployment**

When the development of a new gaming simulation application begins, a recurring question arises, which the choice between a non-computerised and a computerised game (CAS, CBS or other types of hybrid configurations). To make this choice, the developers will consider the usability factors mentioned earlier, discuss them according to the target audience, and these are weighed up against the required computing capacity. But these are not the only aspects that need to be considered when choosing one type of gaming device over another. Using computer technology also has an impact on development needs, and on the organisation of the gaming workshops. This section examines how easy and difficult it is to develop and deploy (set up and or organised gaming sessions) in relation to their degree of computerisation. The impact of the use of computer technology is examined from three angles: the material and equipment requirements for organising a workshop, the human requirements during the development stage and during the

<sup>6</sup> Duke defines "gestalt" as a structure or configuration of physical, biological or psychological phenomena so intertwined that it constitutes a functional unit whose properties are not deductible from the sum of its parts [7]. The concept of "gestalt" shares properties with the modern concept of a complex system, with the difference that it fully integrates the "human factor" in its definition of the functional unit.

#### *Usability of Computerised Gaming Simulation for Experiential Learning DOI: http://dx.doi.org/10.5772/intechopen.97303*

implementation of a workshop, and the impact on development time and workshop time. Before discussing the case of a computerised system, the following paragraph briefly presents the case of a haptic game from these three angles.

Non-computerised games require little in the way of technical equipment. They use game boards, game pieces, cards or other game-playing components. Although the equipment is not technical in nature, some games may involve a large number of components. Non-computerised games generally require significant human resources during their implementation (facilitators, assistants, observers, etc.). Very few games can be played by just one person; where they can, the facilitator is under considerable pressure. Preparing for a game session can either be quick (10 minutes) or require a much longer set-up time (1 hour or even 1.5 hours), depending on the game-playing components required (boards, game pieces, cards, etc.) and how the play area needs to be configured (arrangement of tables and chairs and separation of areas). A game, excluding debriefing, can last from approximately 40 minutes for the fastest games to several hours for slower games (2 hours on average).7
