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Proceedings of the 50th Hawaii International Conference on System Sciences | 2017

Introduction to the Serious , and Innovation Minitrack

Imed Boughzala Hélène Michel Telecom Ecole de Management Grenoble Ecole de Management Institut Mines-Telecom, Paris, France [email protected] [email protected]

Serious Games are often considered to be business development experiential learning tool, many technological applications that use games to engage management, education and development individuals in an experience through which a learning questions remain underexplored and the literature or professional training aim can be explored. Serious remains disparate. Thus this minitrack covers Serious Games use -mediated environments to Games usage and gamification as new challenges of facilitate experiential learning by simulating a real life innovation. business environment, enabling participants to explore This year, four papers were selected for inclusion in the complexities of a business problem, including the the proceedings. The first paper, “Feedback on the emotional challenges. A benefit is that the learner has Integration of a Serious in the Data Modeling the opportunity to explore the dynamics of a business Learning” by Imed Boughzala, Olfa Chourabi, Daniel experience without the real life business and career Lang and Mondher Feki, presents an exploratory consequences that may from failure. This experiment on the usage of the Innov8, provides learners with a ‘safe’ environment in which to initially designed for learning BPM, through an explore the casual links between action and outcomes application of gamification for learning data modeling that can assist in the process of converting conceptual to a business school students. learning into application. The second paper, “The Impact of Gamification on In the innovation perspective, concepts such as Word-of-Mouth Effectiveness: Evidence from serious gaming or gamification are the most interesting Foursquare” by Lei Wang, Kunter Gunasti, Ram for this domain. Serious Gaming repurposes a game via Gopal, Ramesh Shankar and Joseph Pancras, studies different methods, in order to offer activities that go how gamification elements, which capture and signal beyond mere and Gamification uses contributors’ accumulated expertise, affect consumers’ to enhance individual’s willingness to perception of contributors’ knowledge, and therefore participate to originally non-playful experiences (to the perceived effectiveness of their contributed WOM. improve user experience and user engagement). The third paper, “Exploring practical potentials of Serious Games as learning methods have been business games” by J.B. Kim and Edward widely developed since the 2000s mainly through a Watson, explores the business professional’s sense- combination of major companies’ projects or calls for making process when consciously reasoning about how tender and education initiatives by academics and BSG learning influences business practice. academic publishers developing games for third The final paper, “Towards a Home-based Virtual education programs. Many applications emerged in Reality Game System to Promote Exercise” by Ashish higher and continuing education, internal and external Amresh and Rahul Salla, uses the design of the game communication or public marketing. Today, new mechanics that promote increased calorific output perspectives are explored in different dimensions of the among the participants and the ease of setup with any organization: human resources management (through commercially available (VR) sensor. recruitment and assessment), knowledge management The papers in this minitrack discuss different or innovation. Serious Games challenge the notions of aspects related to the adaption of serious games and the prevention, training, knowledge assessment, coaching, use of gamification as an innovation. Each offers a communication, data collection, etc. in various fields unique contribution to our understanding of how such as education, healthcare, marketing, safety, serious games would be used to support learning. We culture to name but a few. In a decade, serious games commend them to your reading, and hope they will became a field of research and business. Despite the inspire your research and practice. growth in the use of serious games as an education and

URI: http://hdl.handle.net/10125/41236 ISBN: 978-0-9981331-0-2 CC-BY-NC-ND 724