Sistema Virtual de Gestión para Grupos de Recreación Histórica Experimental Lúdica basado en Sistemas Complejos Adaptativos

  • María Martha Margarita Silva González
  • Liliana Beatriz Sosa Compeán
Keywords: Complex Adaptive Systems, Information Systems, Gamification, Organizational Management

Abstract

This text is based on the premise that Experimental Ludo-Historical Recreation Groups (GRHEL), affiliated with the Mexican Association of Historical Sporting Combat (AMEXCOMBAHD), operate as complex socio-systems whose patterns of growth, hierarchy, and performance emerge from interactions among their members. 

References

Bostrom, R. P., & Heinen, J. S. (1977). MIS Problems and Failures: A Socio-Technical Perspective. Part I: The Causes. MIS Quarterly, 1(3), 17–32.

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://www.google.com/search?q=https://doi.org/10.1191/1478088706qp063oa

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15.

Gell-Mann, M. (1994). The Quark and the Jaguar: Adventures in the Simple and the Complex. W. H. Freeman.

Published
2026-08-10
How to Cite
Silva González, M. M. M., & Sosa Compeán, L. B. (2026). Sistema Virtual de Gestión para Grupos de Recreación Histórica Experimental Lúdica basado en Sistemas Complejos Adaptativos. Cuadernos Del Centro De Estudios De Diseño Y Comunicación, (330). https://doi.org/10.18682/cdc.vi330.14102