The adoption and application of serious games in corporate training - The case of manufacturing

Johann C K H Riedel, Yanan Feng, Jannicke Madeleine Baalsrud Hauge, Poul Kyvsgaard Hansen, Supattra Tasuya

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    4 Citationer (Scopus)

    Abstract

    This paper presents the results of a survey of the use of serious games in manufacturing industry. A survey of 106 MBA alumni was conducted by telephone in summer 2014. A main outcome of this survey was the identification of the key business challenges and barriers for SG usage in corporate training. Based upon these findings an analysis of different commercial-off-the-shelf games was produced regarding their appropriateness for use in addressing the identified business challenges. From these two analyses some high level guidelines for what to consider for serious games adoption and integration in courses are presented.

    OriginalsprogEngelsk
    Titel2015 IEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference, ICE/ITMC 2015
    Antal sider9
    ForlagIEEE
    Publikationsdato2015
    Artikelnummer7438684
    ISBN (Elektronisk)9781467371568
    DOI
    StatusUdgivet - 2015
    BegivenhedIEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference, ICE/ITMC 2015 - Belfast, Storbritannien
    Varighed: 22 jun. 201524 jun. 2015

    Konference

    KonferenceIEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference, ICE/ITMC 2015
    Land/OmrådeStorbritannien
    ByBelfast
    Periode22/06/201524/06/2015

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