State of the art in business games

Panagiotis Petridis, Kyriaki Hadjicosta, Victor Guang Shi, Ian Dunwell, Timothy Baines, Ali Bigdeli, Oscar F. Bustinza, Victoria Uren

Research output: Contribution to journalArticlepeer-review

Abstract

The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to address research questions regarding their perception, proven efficacy, and identifies key areas for future work. The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. They also emphasise the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.
Original languageEnglish
JournalInternational Journal of Serious Games
Volume2
Issue number1
DOIs
Publication statusPublished - Jan 2015

Bibliographical note

The International Journal of Serious Games(IJSG) by Serious Games Society is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Keywords

  • serious games
  • game based learning
  • education

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