Abstract :
The authors are designing and carrying out some training sessions based on
serious games with customers from different business environments and with
some university student groups, both in northern Italy. Some business case
studies are described in this article specifying the context, the training goal,
the adopted training solution and the main characteristics of the designed
game. Some screenshots are also shown. Furthermore, the authors are carrying
out a survey both in the business and the university environment to
analyse how the learners perceive these kinds of games in terms of effectiveness,
engagement, pleasure, usability and freedom of behaviour while
playing. Some results are reported in this paper, and the comparison between
students’ and employees’ perception is shown. The questionnaire used can be
found in the Appendix.