State-of-the-art in Business Games

被引:25
作者
Petridis, Panagiotis [1 ]
Hadjicosta, Kyriaki [2 ]
Guang, Victor Shi [3 ]
Dunwell, Ian [2 ]
Baines, Tim [1 ]
Bigdeli, Ali [1 ]
Bustinza, Oscar F. [1 ]
Uren, Victoria [1 ]
机构
[1] Aston Univ, Aston Business Sch, Birmingham B4 7ET, W Midlands, England
[2] Coventry Univ, Serious Games Inst, Coventry CV1 2TL, W Midlands, England
[3] Univ Sheffield, Adv Mfg Res Ctr, Sheffield S60 5TZ, S Yorkshire, England
来源
INTERNATIONAL JOURNAL OF SERIOUS GAMES | 2015年 / 2卷 / 01期
基金
英国工程与自然科学研究理事会;
关键词
Serious Games; Game Based Learning; Business Games;
D O I
10.17083/ijsg.v2i1.54
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to address research questions regarding their perception, proven efficacy, and identifies key areas for future work. The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. They also emphasise the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.
引用
收藏
页数:15
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