DocumentCode :
3763405
Title :
The adoption and application of serious games in corporate training — The case of manufacturing
Author :
Johann C. K. H. Riedel;Yanan Feng;Jannicke Madeleine Baalsrud Hauge;Poul Kyvsgaard Hansen;Supattra Tasuya
Author_Institution :
Nottingham University Business School, University of Nottingham, Nottingham, UK
fYear :
2015
fDate :
6/1/2015 12:00:00 AM
Firstpage :
1
Lastpage :
9
Abstract :
This paper presents the results of a survey of the use of serious games in manufacturing industry. A survey of 106 MBA alumni was conducted by telephone in summer 2014. A main outcome of this survey was the identification of the key business challenges and barriers for SG usage in corporate training. Based upon these findings an analysis of different commercial-off-the-shelf games was produced regarding their appropriateness for use in addressing the identified business challenges. From these two analyses some high level guidelines for what to consider for serious games adoption and integration in courses are presented.
Keywords :
"Games","Training","Companies","Interviews","Industries"
Publisher :
ieee
Conference_Titel :
Engineering, Technology and Innovation/ International Technology Management Conference (ICE/ITMC), 2015 IEEE International Conference on
Type :
conf
DOI :
10.1109/ICE.2015.7438684
Filename :
7438684
Link To Document :
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