iServe: a serious game for servitization

Panagiotis Petridis, Victoria Uren, Tim Baines, Petros Lameras, Charn Pisithpunth, Victor Guang Shi

Research output: Chapter in Book/Published conference outputConference publication

Abstract

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.

Original languageEnglish
Title of host publicationProceedings of 2014 international conference on Interactive Mobile Communication technologies and Learning (IMCL)
PublisherIEEE
Pages237-241
Number of pages5
ISBN (Print)978-1-4799-4742-3
DOIs
Publication statusPublished - 31 Dec 2014
Event8th international conference on Interactive Mobile Communication technologies and Learning - Thessaloniki, Greece
Duration: 13 Nov 201414 Nov 2014

Conference

Conference8th international conference on Interactive Mobile Communication technologies and Learning
Abbreviated titleIMCL2014
Country/TerritoryGreece
CityThessaloniki
Period13/11/1414/11/14

Keywords

  • serious games
  • servitization
  • usability

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