The study here reported is part of a research project on surfing tourism in Aljezur supported by the Aljezur Municipality. 2 Governing locally for sustainability: Public and private organizations' perspective in surf tourism at Aljezur, Costa Vicentina, Portugal This study explores how a rural municipality of low population density and strong tourism intensity for the practice of recreational activities can exert a sustainable collective action in the policies and strategies of planning and development of local tourism. The study focuses on the case study of the municipality of Aljezur, in Portugal, and is applied to a dominant tourismrecreational activity, surfing. Based on a survey of relevant stakeholders, namely private and public organizations, it was possible to obtain indicators of local environmental, economic and social convergence. These allowed elaborating a proposal for a municipal sustainable management charter of the surfing tourism in the region. The conception of this charter and the consequent strategies moves the management of local tourism destinations to higher levels of institutional sustainability.
The focus of this chapter is serious games and their applications in management education, training, and skills development. It is argued that the use of serious games can improve management processes in organizations, and it is shown that there are advantages to using video games for this purpose (games-based learning) in relation to traditional methods. A brief historical review of the use of business simulation games is conducted. It is shown that some types of entertainment video games can also help to develop management skills. Potential benefits of using serious games within businesses are mentioned as well as some problems that may arise in its implementation and ways to overcome them. Finally, some examples of the use of serious games with the aim of improving managers’ skills and performance are presented.
Neste trabalho são abordados os videojogos, em geral, os serious games, em particular, e a sua aplicação no domínio do treino e formação de recursos humanos. Esta utilização tem por objetivo contribuir para um desenvolvimento mais eficaz de competências dos formandos dos formando e melhorar o seu desempenho nos processos levados a cabo no exercício das suas funções. É definido o conceito de videojogo e são explicitadas algumas das suas características que tornam viável a sua utilização como ferramenta para a aprendizagem, conduzindo à metodologia designada por games-based learning. Mostra-se ainda que existem vantagens na utilização de videojogos para essa finalidade, relativamente a metodologias tradicionais. Esta utilização de videojogos para outros fins que não de puro entretenimento está na base do surgimento do conceito de serious games ao treino e formação de recursos humanos, sendo mencionados os benefícios potenciais da sua utilização para esta finalidade. Por fim, são dados exemplos da utilização de serious games nesta área.
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