2015
DOI: 10.17083/ijsg.v2i1.54
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State-of-the-art in Business Games

Abstract: The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to a… Show more

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citations
Cited by 31 publications
(55 citation statements)
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References 54 publications
(51 reference statements)
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“…Serious games have demonstrated a significant potential in industrial education and training disciplines [22], [23], [24], given that organizations care for players' privacy and working atmosphere and especially do not use gaming data for appraisal or selection purposes, and clearly communicate this to employees [? ].…”
Section: Background and Related Workmentioning
confidence: 99%
“…Serious games have demonstrated a significant potential in industrial education and training disciplines [22], [23], [24], given that organizations care for players' privacy and working atmosphere and especially do not use gaming data for appraisal or selection purposes, and clearly communicate this to employees [? ].…”
Section: Background and Related Workmentioning
confidence: 99%
“…Simulation enables games that mimic a real world situation, possibly taking place in the future. It has been used in so called business games [8]. The downside of simulation related to futures work is that it often requires fixing a lot of assumptions in place, effectively closing down the range of possible futures.…”
Section: Types Of Games In Foresightmentioning
confidence: 99%
“…They can be used to support internalising knowledge, communicating and sharing ideas, increasing and broadening participation and creating new futures knowledge [7,8]. Games can create fun and engaging experiences that increase the interaction between participants to the foresight process as well as with the data gathered.…”
Section: Introductionmentioning
confidence: 99%
“…Recent estimates on home energy showed that 22% of home energy consumption could be saved if people were more environmental aware and were more discerning with their energy behaviours, for example using a light energy efficient bulds, turning off their lights, replacing their boiler with energy efficient [11] . Recent research suggests that a 10% reduction in energy use could decrease fossil fuel consumption by an amount approximately equal to a 25-fold increase in wind & solar power or a 100% increase in nuclear power [12].…”
Section: The Customer Interfacementioning
confidence: 99%
“…The approach taken mirrors the achievements and online leaderboard systems integrated into various gaming platforms such as Xbox Live, Steam, or PlayStation Network. Previous research has shown that the usage of such system could prolong the play and increasing the replayability of the game via increasing the motivation and engagement of the players [12]. Other applications of achievements to increase use and uptake in more serious application areas have demonstrated positive impacts on user experience [14], and the technique is a common trait of many gamification approaches [15].…”
Section:  Tasks -Typical Quests For the Gamementioning
confidence: 99%