شماره ركورد كنفرانس :
3385
عنوان مقاله :
Evaluation of factors influencing willingness to use cloud-based serious games for OHS promotion in SMEs
پديدآورندگان :
Pourabdollahian Borzoo Department of Technology Management - Science and Research Branch - Islamic Azad University, Tehran , Rasouli Amin Young Researchers and Elite Club - Islamic Azad University - Karaj Branch, Karaj,
كليدواژه :
Serious game , Cloud services , Occupational Health and Safety (OHS) , (Small and Medium-sized Enterprises (SME
عنوان كنفرانس :
دومين كنگره بين المللي مهندسي صنايع و سيستم ها
چكيده لاتين :
Occupational health and safety (OHS) cloud-based
serious games are considered as a value-added service to SMEs
that contributes to the enhancement of workers’ OHS knowledge
and decreasing the job hazard rate. In particular such a learning
system is useful for SMEs because of low implementation costs
besides the benefits in providing a sustainable learning
atmosphere for working by synchronizing fun and the transfer of
knowledge. In order to design OHS cloud-based serious game
systems effectively and according to the needs of the consumers
and to enlarge the market of the mentioned system, it is important
to study the factors that cause SMEs and the incentives for
workers. Hence, the present paper evaluates factors that deal with
willingness to use cloud-based serious games for occupational
health and safety (OHS) purposes in SMEs. The methodology of
this study contains three major steps for identification of the
clusters, recognition of the factors in each cluster and evaluation
of the factors using an Analytic Network Process (ANP) method.
Fulfilling the first and second steps lead to a conceptual
framework of the factors that affect willingness to use OHS cloudbased
serious game by SMEs. The framework also could be used
as part of evaluation process during product development by the
service providers. Finally the ANP results represent that due to the
limited market and high costs of designing a high quality serious
game, focusing on OHS learning content and learning theory is
more important than technical features of serious games for
SMEs.