Despite the growing interest in the business world as well as the academic world for serious gaming, significant knowledge gaps remain to be researched; one of which concerns the development of unified formalized methods to analyze serious games in order to explain the nature of the impact they promise in organizational change processes. For this goal this research develops a mixed method research approach can assist in proving and explaining the impact a serious game has on organizational readiness to change. The overarching research methodology is that of the Design Science Research Framework: a mixed method research approach is developed based on an extensive literature review and evaluated based on a case study. The case study is perfor...
Governments are increasingly using games for civic engagement, decision making, and education. Serio...
Despite its relevance, formative research on games may be an undervalued part of the game developmen...
Governments are increasingly using games for civic engagement, decision making, and education. Serio...
In this article, the authors assess the use of gaming/simulation for research purposes within the or...
This book is a collection of research and concept papers developed as a result of the Games and Inno...
Todays organizations struggle with the effort to adapt to a new, increasingly challenging environmen...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
Second order changes like mergers, acquisitions and major consolidations pose significant challenges...
Work-related stress is a large occupational risks in the Netherlands but interventions to reduce thi...
Organizational change and game theory were separately investigated over time. Due to lack of s...
Developing a serious game is a challenging multidisciplinary task. The risk of creating a game that ...
Experiential learning efforts in the 1950s mimicked the logistic operational gaming of World War II;...
Over the years, there has been a significant increase in the adoption of game-based interventions fo...
... This paper presents a serious game in which players assess digital technologies’ impact on organ...
This paper arises from work ongoing in the GALA (Games and Learning Alliance – Network of Excellence...
Governments are increasingly using games for civic engagement, decision making, and education. Serio...
Despite its relevance, formative research on games may be an undervalued part of the game developmen...
Governments are increasingly using games for civic engagement, decision making, and education. Serio...
In this article, the authors assess the use of gaming/simulation for research purposes within the or...
This book is a collection of research and concept papers developed as a result of the Games and Inno...
Todays organizations struggle with the effort to adapt to a new, increasingly challenging environmen...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
Second order changes like mergers, acquisitions and major consolidations pose significant challenges...
Work-related stress is a large occupational risks in the Netherlands but interventions to reduce thi...
Organizational change and game theory were separately investigated over time. Due to lack of s...
Developing a serious game is a challenging multidisciplinary task. The risk of creating a game that ...
Experiential learning efforts in the 1950s mimicked the logistic operational gaming of World War II;...
Over the years, there has been a significant increase in the adoption of game-based interventions fo...
... This paper presents a serious game in which players assess digital technologies’ impact on organ...
This paper arises from work ongoing in the GALA (Games and Learning Alliance – Network of Excellence...
Governments are increasingly using games for civic engagement, decision making, and education. Serio...
Despite its relevance, formative research on games may be an undervalued part of the game developmen...
Governments are increasingly using games for civic engagement, decision making, and education. Serio...