This paper arises from work ongoing in the GALA (Games and Learning Alliance – Network of Excellence for Serious Games). An exploratory set of case studies were carried out to understand the benefits, barriers and enablers of adopting serious games in companies and non-educational organizations. Serious games are games that educate, train and inform. It could therefore be expected that serious games would play an important role within corporate training, but this seems not to be the case. Five exploratory case studies of SG adoption were collected. There was use of serious games for training (three cases) and for corporate change interventions (two cases). Most of the organizations commissioned the SG from an external party and only in one ...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
This chapter reviews some of the key research supporting the use of serious games for training in wo...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
Corporate managers are constantly looking for more effective and efficient ways to deliver training ...
Corporate managers are constantly looking for more effective and efficient ways to deliver training ...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
Serious games are used in various sectors, including car industry, defense, aeronautics, pharmaceuti...
Serious games are used in various sectors, including car industry, defense, aeronautics, pharmaceuti...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
Training is a key resource for fostering knowledge as a competitive asset. As in other fields, in le...
Work-related stress is a large occupational risks in the Netherlands but interventions to reduce thi...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
This chapter reviews some of the key research supporting the use of serious games for training in wo...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
This chapter reviews some of the key research supporting the use of serious games for training in wo...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
Corporate managers are constantly looking for more effective and efficient ways to deliver training ...
Corporate managers are constantly looking for more effective and efficient ways to deliver training ...
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Game...
Serious games are used in various sectors, including car industry, defense, aeronautics, pharmaceuti...
Serious games are used in various sectors, including car industry, defense, aeronautics, pharmaceuti...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
Training is a key resource for fostering knowledge as a competitive asset. As in other fields, in le...
Work-related stress is a large occupational risks in the Netherlands but interventions to reduce thi...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
This chapter reviews some of the key research supporting the use of serious games for training in wo...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
This chapter reviews some of the key research supporting the use of serious games for training in wo...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...