• 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