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Serious Games Adoption in Organizations - An Exploratory Analysis

机译:组织中认真采用游戏-探索性分析

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This paper arises from work ongoing in the GALA (Games and Learning Alliance - Network of Excellence for Serious Games). An exploratory set of case studies were carried out to understand the benefits, barriers and enablers of adopting serious games in companies and non-educational organizations. Serious games are games that educate, train and inform. It could therefore be expected that serious games would play an important role within corporate training, but this seems not to be the case. Five exploratory case studies of SG adoption were collected. There was use of serious games for training (three cases) and for corporate change interventions (two cases). Most of the organizations commissioned the SG from an external party and only in one case did the organization itself develop the serious game. The key finding was that senior management support was critical for serious game adoption in every case. SG adoption was typically limited to a single department or branch/subsidiary of the company.
机译:本文来自GALA(游戏与学习联盟-优秀游戏卓越网络)正在进行的工作。进行了一组探索性案例研究,以了解在公司和非教育组织中采用严肃游戏的好处,障碍和促成因素。严肃的游戏是教育,训练和告知的游戏。因此,可以预料,严肃的游戏将在公司培训中发挥重要作用,但事实并非如此。收集了五个采用SG的探索性案例研究。使用严肃的游戏进行培训(3例)和公司变更干预(2例)。大多数组织都是从外部组织委托SG的,只有在一个案例中,组织本身才开发了严肃的游戏。关键发现是,在每种情况下,高级管理层的支持对于认真采用游戏都至关重要。 SG的采用通常仅限于公司的单个部门或分支机构/子公司。

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