DocumentCode
1776284
Title
Serious games, gamification and game engines to support framework activities in engineering: Case studies, analysis, classifications and outcomes
Author
Uskov, A. ; Sekar, Bhuvana
Author_Institution
Dept. of Comput. Sci. & Inf. Syst., Bradley Univ., Peoria, IL, USA
fYear
2014
fDate
5-7 June 2014
Firstpage
618
Lastpage
623
Abstract
Recently many global well-known companies such as Microsoft, IBM, Oracle, Adobe, Cisco, Siemens, SAP, Google, Accenture, American Express, Caterpillar, PWC started an implementation of full-scale games and/or gamified applications to support their main business activities, processes and functions in “serious” areas such as management, simulations of complex physical objects and phenomena, engineering, project management, quality management, HR management, corporate training, marketing, and other areas. The particular objectives of performed multi-aspect research project on serious games and serious gamified applications in industry were to 1) identify and analyze best cases of use of serious games and gamification of main business processes in industry, 2) identify possible classifications of main types and attributes of serious games and serious gamified applications used in industry, and 3) identify serious game engines and platforms and classify their main features. This paper presents the research findings and outcomes relevant to specified project objectives.
Keywords
pattern classification; serious games (computing); gamification; main business processes; project objectives; serious game engines; serious game platforms; serious gamified applications; Barium; Business; Engines; Games; Industries; Software; Training; engineering; gamification; serious game engines; serious games;
fLanguage
English
Publisher
ieee
Conference_Titel
Electro/Information Technology (EIT), 2014 IEEE International Conference on
Conference_Location
Milwaukee, WI
Type
conf
DOI
10.1109/EIT.2014.6871836
Filename
6871836
Link To Document