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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 proceeding › Article in proceeding › Research › peer-review

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 (Institute of Electrical and Electronics Engineers)
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 2015 → 24 Jun 2015

Conference

ConferenceIEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference, ICE/ITMC 2015
Country/TerritoryUnited Kingdom
CityBelfast
Period22/06/2015 → 24/06/2015

Keywords

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

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