Research Output per year
Servitization concerns the process of manufacturers shifting from a focus on producing and selling tangible goods to service-based business models. Factors that drive adoption of servitization are financial, strategic (competitive advantage) and marketing. However, uptake is slow and active efforts are being made to transfer knowledge about servitization to the manufacturing sector. This paper presents early results from the first test of a serious computer game which has the goal of educating managers about what advanced services are and how they fit in supply chains. Results suggest the role-play scenario tested is appropriate for an audience of largely non-expert gamers, and that the approach has the potential to instruct users about the role of services in the supply chain.
|Title of host publication||Proceedings of 2014 international conference on Interactive Mobile Communication technologies and Learning (IMCL)|
|Number of pages||5|
|Publication status||Published - 31 Dec 2014|
|Event||8th international conference on Interactive Mobile Communication technologies and Learning - Thessaloniki, Greece|
Duration: 13 Nov 2014 → 14 Nov 2014
|Conference||8th international conference on Interactive Mobile Communication technologies and Learning|
|Period||13/11/14 → 14/11/14|
- serious games
A quiz-based game for addressing growing population issues: linking learning mechanics to the GROWTH serious gameLameras, P., Pisithpunth, C. & Petridis, P., 31 Dec 2014, Proceedings of 2014 international conference on Interactive Mobile Communication technologies and Learning (IMCL). IEEE, p. 344-349 6 p.
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution