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Gaming as a tool for teaching, reflection, innovation and as a subject of research

Stéphane Goria () and Philippe Lépinard ()
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Stéphane Goria: Crem - Centre de Recherche sur les Médiations - UL - Université de Lorraine
Philippe Lépinard: IRG - Institut de Recherche en Gestion - UPEC UP12 - Université Paris-Est Créteil Val-de-Marne - Paris 12 - Université Gustave Eiffel

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Abstract: For a long time associated with leisure or teaching in the early stages of the French education system, play and games have now become a valuable tool for organizations. Whether in the form of a recreational activity or one with a professional purpose, companies, government agencies, and universities see these practices as a unique way to train, innovate, foster cooperation, and support organizational change.

Keywords: Serious gaming; Wargaming; Wargame; Serious game; Edutainment; Game based learing; Serious play; Innovation; Gamification (search for similar items in EconPapers)
Date: 2026-10-09
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Published in 2026

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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-05785313

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