
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
Over the past thirty years or so, serious games, gaming and playful activities have come to occupy an important place in organizations. While this phenomenon is an ancient one, the use of games for serious purposes has become widespread over the last two centuries, and their development has been exponential, stimulated by that of information technologies.
As a result, it has become necessary to understand the specificities of these games and play activities in order to innovate and create value within organizations. For this reason, this book aims to enlighten the reader on their variety, their specific features and what they can bring to an organization.
Serious Games and Innovation Gains first uncovers the history of these kinds of games and play, their main characteristics and what they can bring in terms of a vision of the future. Above all, this book explores how these games and forms of play can be implemented, especially in areas such as progressive development, education, agility support, academic research, as well as military thinking, cyber defense or knowledge base building contexts.
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Information
Table of contents
- Cover
- Table of Contents
- Title Page
- Copyright Page
- Introduction A Brief History and Variety of Games for Serious Purposes
- 1 Serious Games: Human or Animal Invention?
- 2 The Neurotechnological Future of Video Games: The Contribution of Science Fiction to Prospective Thinking on the Post-Metaverse
- 3 Ludopedagogy Told by a Sponge
- 4 Actual Plays: When the Tabletop Role-Playing Game Gains Media Coverage
- 5 Tabletop Role-Playing as a Gamification of a Case Study in Management Control
- 6 Variety and Contribution of Agile Games to Organizational Innovation
- 7 Serious Games as a Provocative Research Method?
- 8 Serious Games and Decision-Making in the Context of Hospital Cybersecurity
- 9 Wargames and Their Practices Within Military Organizations
- 10 A Tabletop Game Hijacked to Build Managerial Theories
- 11 Educational Innovation Through FLOSS Serious Gaming
- 12 Digital Games to Build a Knowledge Base
- 13 Games as a Basis for Automatic Analogy Analysis
- 14 Serious Games and Design Thinking: A Possible Combination?
- List of Authors
- Index
- Other titles from iSTE in Innovation, Entrepreneurship and Management
- End User License Agreement