Serious games for managers: Creating cognitive, financial, technological, social, and emotional value in in-service training

被引:10
作者
Allal-Cherif, Oihab [1 ]
Lombardo, Evelyne [2 ,3 ]
Jaotombo, Franck [4 ,5 ]
机构
[1] NEOMA Business Sch, 59 Rue Pierre Taittinger, F-51100 Reims, France
[2] Lab Artificial Intelligence, Lab Sci Informat Syst, UMR 7296, CNRS, Reims, France
[3] KEDGE Business Sch, 450 Rue Francois Arago, F-83130 La Garde, France
[4] Ctr Etudes & Rech Serv St & Qua Vie, EA3279, Inst Math, UMR3273, Marseille, France
[5] EMLYON Business Sch, 23 Ave Guy Collongue,CS 40203, F-69134 Ecully, France
关键词
Serious game; Knowledge acquisition; Cognition; Socialization; Emotion; In-service training; KNOWLEDGE; IMPACT; GAMIFICATION; PERFORMANCE; SYSTEMS; RISE;
D O I
10.1016/j.jbusres.2022.03.083
中图分类号
F [经济];
学科分类号
02 ;
摘要
This article analyzes the value creation of serious games along five dimensions: (1) product design, (2) cost optimization, (3) impact on cognition, (4) experienced emotions, and (5) the socialization process. This research adopts an exploratory approach, mixes qualitative and quantitative methods, and is based on the case study of AXA, the number 1 global insurance brand. The authors interviewed learners, trainers, and managers from the company. The originality lies in the comparison of five different training methods: face-to-face, videoconference, non-tutored e-learning, tutored e-learning, and serious games. The qualitative study reveals that serious games create value according to five dimensions: conception, optimization, cognition, emotion, and socialization. The four recommendations are: (1) to integrate serious games into a wide-ranging training protocol; (2) to balance face-to-face and distance-learning phases; (3) to assess knowledge transfer and to check that learners can use what they learned in the real world; and (4) to ensure learner self-awareness and enhance cognitive engagement. The quantitative study suggests that value created by serious games is significantly different from value created by other learning methods. Additionally, managers recognize significantly higher value creation than trainers and learners.
引用
收藏
页码:166 / 175
页数:10
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