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

    Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

    4 Citations (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.

    Original languageEnglish
    Title of host publication2015 IEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference, ICE/ITMC 2015
    Number of pages9
    PublisherIEEE
    Publication date2015
    Article number7438684
    ISBN (Electronic)9781467371568
    DOIs
    Publication statusPublished - 2015
    EventIEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference, ICE/ITMC 2015 - Belfast, United Kingdom
    Duration: 22 Jun 201524 Jun 2015

    Conference

    ConferenceIEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference, ICE/ITMC 2015
    Country/TerritoryUnited Kingdom
    CityBelfast
    Period22/06/201524/06/2015

    Keywords

    • adoption
    • applications
    • business challenges
    • corporate training
    • integration
    • manufacturing
    • Serious games

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