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Serious Games Integration in Companies: A Research and Application Framework


Authors

  • Riedel, J. C. H. K.
  • Azadegan, A.
  • Baalsrud Hauge, J.

Meta information [BibTeX]

  • Year: 2012, Reviewed
  • Hoeborn, G. (Editors)
  • In: Workshop-publication / The IFIP WG 5.7 16th Workshop on Experimental Interactive Learning in Industrial Management
  • Subtitle: June 3 - 5, 2012, in Wuppertal, Germany / in collab. with the EU Network of Excellence GaLA INNOVATION and Serious Games
  • Conference: The IFIP WG 5.7 16th Workshop on Experimental Interactive Learning in Industrial Management in Wuppertal, Germany (June 4-5, 2012)
  • Publisher: Edition Winterwork, Borsdorf an der Parthe
  • ISBN: 978-3-86468-187-5




Arbeitsgruppe BIBA



Abstract

Serious games are games that educate, train and inform using entertainment principles and creativity. Serious games are ‘more than fun’. A brief survey of the literature reveals that serious games are (digital)games used for the purposes other than mere entertainment. In this paper we are seeking for elaboration of specific methodologies for a non-intrusive integration of Serious Games, as an Innovation, in the existing corporate contexts. These methodologies should cover guidelines, best practices, examples, assessment criteria and integration tools, as well as evaluation. We discuss the necessities of innovation integration from the perspectives of discipline development of innovation management, literatures review of Serious Games research and the application of the innovation in the field of corporate settings. These methodologies are already under the process of development and directs future research stream in the field. The conceptual framework described in this paper illustrates alternatives for Serious Games integration into corporate settings. The framework provides an opportunity for critical reflection on how Serious Games can be valued in companies with respect to concepts such change management, corporate training, decision-making, or skills development. In addition, case studies illustrating the application of Serious Games technology with respect to each area of integration are presented. Finally, future work is explained to direct the research towards modifications based on appropriate framework evaluation strategies.




Riedel, J. C. H. K.; Azadegan, A.; Baalsrud Hauge, J.
Serious Games Integration in Companies: A Research and Application Framework
In: Hoeborn, G. (eds.): Workshop-publication / The IFIP WG 5.7 16th Workshop on Experimental Interactive Learning in Industrial Management. June 3 - 5, 2012, in Wuppertal, Germany / in collab. with the EU Network of Excellence GaLA INNOVATION and Serious Games. Edition Winterwork, Borsdorf an der Parthe, 2012,
(Workgroup: BIBA)
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