Introduction to the Serious Games, gamification and innovation minitrack
Imed Boughzala () and
Hélène Michel
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Imed Boughzala: IMT-BS - DSI - Département Systèmes d'Information - TEM - Télécom Ecole de Management - IMT - Institut Mines-Télécom [Paris] - IMT-BS - Institut Mines-Télécom Business School - IMT - Institut Mines-Télécom [Paris], LITEM - Laboratoire en Innovation, Technologies, Economie et Management (EA 7363) - UEVE - Université d'Évry-Val-d'Essonne - TEM - Télécom Ecole de Management
Hélène Michel: EESC-GEM Grenoble Ecole de Management
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Abstract:
Serious Games are often considered to be technological applications that use games to engage individuals in an experience through which a learning or professional training aim can be explored. Serious Games use computer-mediated environments to facilitate experiential learning by simulating a real life business environment, enabling participants to explore the complexities of a business problem, including the emotional challenges. A benefit is that the learner has the opportunity to explore the dynamics of a business experience without the real life business and career consequences that may flow from failure. This provides learners with a ‘safe' environment in which to explore the casual links between action and outcomes that can assist in the process of converting conceptual learning into application. In the innovation perspective, concepts such as serious gaming or gamification are the most interesting for this domain. Serious Gaming repurposes a game via different methods, in order to offer activities that go beyond mere entertainment and Gamification uses game design to enhance individual's willingness to participate to originally non-playful experiences.
Keywords: Serious; Games; (SG) (search for similar items in EconPapers)
Date: 2017-01-04
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Published in HICSS-50 : 2017 Hawaii International Conference on System Sciences, Jan 2017, Waikoloa, Hawaii, United States. pp.724 - 724
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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-01430285
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