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2015 48th Hawaii International Conference on System Sciences

Introduction to the Serious , and Innovation Minitrack

Imed Boughzala Hélène Michel Sara de Freitas Telecom Ecole de Management Grenoble Ecole de Serious Games Institute et Institut Mines-Telecom, Paris, France Management Murdoch University, Australia [email protected] helene.michel@grenoble- [email protected] em.com

A Serious combines a serious intention Hamari and Tuula Nousiainen, investigates how with a game’s rules and targets. They are often different individual and institutional factors considered to be technological applications that use pertaining to ICT readiness influence teachers’ games to engage individuals in an experience through adoption of game-based learning technologies. which a learning or professional training aim can be The third paper, “Observed Interaction in Games explored. From the innovation perspective, concepts for Down Syndrome Children” by Isys Macedo, such as serious gaming and gamification are the most Daniela Trevisan, Cristina Nader Vasconcelos, interesting and valuable in this domain. If the first Esteban Clua, proposes, through a case study, a repurposes a game via different methods, in order to method for evaluating the children’s behavioral offer activities that go beyond mere ; interactions with a game, more specifically for the second uses to enhance individual’s evaluating playful applications for kids with willingness to participate to originally non-playful cognitive disabilities. experiences. The fourth paper, “Serious Games and Their Use Serious Games challenge the notions of in HRM: A Typology of Uses in CAC40 Companies” prevention, training, knowledge assessment, by Oihab Allal-Cherif and Mohamed Makhlouf, coaching, communication, data collection, design and provides a typology of serious games from the human evaluation, etc. in various fields such as education, resources management (HRM) perspective to help healthcare, marketing, safety, culture to name but a managers in their choice according to their use. few. From an academic point of view, serious games The fifth paper, “The Effects of Game Dynamics are studied in different disciplines, as on User Engagement in Gamified Systems”, by science, psychology, education sciences or Ayoung Suh, Christian Wagner and Lili Liu, communication. In a decade, they became a field of develops a research model that predicts an research and business. Despite the growth in the use individual’s engagement with the system. of Serious Games, many research questions remain The sixth paper, “Increasing intranet usage underexplored and the literature remains disparate, through gamification – insights from an experiment such as those related to their design, choice, adoption, in the banking industry” by Benedikt Morschheuser, use and assessment. The gamification is today Christian Henzi and Rainer Alt, applies gamification considered as an essential driver of innovation in this to leverage the use of information for information- domain. Therefore, it is important to understand how intensive business tasks in the context of corporate Serious Games can best be designed and used as an intranets. environment for organizational learning. Thus this The final paper, “Model-Driven Serious Game minitrack covers Serious Games usage and Development: Integration of the Gamification gamification as new challenges. Modeling Language GaML with Unity” by Amir This year, seven papers were selected for Matallaoui and Philipp Herzig, introduces a model- inclusion in the proceedings. The first paper, “A driven architecture for helping in the design and Field Application to Vet a Serious Game toward evaluation of Serious Games through using building Learning Objectives” by Imed Boughzala, tested an blocks. assessment grid in the higher education field with 41 The papers in this minitrack discuss different graduate students to assess their learning aspects related to the adaption of Serious Games and performance using StarBank the Game to understand the use of gamification as an innovation. Each offers the principal mechanisms of banking. a unique contribution to our understanding of how The second paper, “Why Do Teachers Use Game- Serious Games would be used to support learning. Based Learning Technologies?: The Role of We commend them to your reading, and hope they Individual and Institutional ICT Readiness” by Juho will inspire your research and practice.

1530-1605/15 $31.00 © 2015 IEEE 625 DOI 10.1109/HICSS.2015.81