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    1. Ekonomi och Ledarskap
    2. Ledarskapsböcker

    Serious Games and Innovation Gains

    Think Innovation through Games

    AvStéphane Goria,Stéphane Goria

    Inbunden, Engelska, 2025

    Del i serien ISTE Invoiced

    1 721 kr

    Beställningsvara. Skickas inom 5-8 vardagar. Fri frakt över 249 kr.

    Beskrivning

    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.

    Produktinformation

    • Utgivningsdatum:2025-07-08
    • Mått:156 x 234 x 19 mm
    • Vikt:730 g
    • Format:Inbunden
    • Språk:Engelska
    • Serie:ISTE Invoiced
    • Antal sidor:320
    • Förlag:ISTE Ltd
    • ISBN:9781836690146

    Utforska kategorier

    • Ledarskapsböcker inom Ekonomi och Ledarskap
    • Optimering inom Naturvetenskap och teknik

    Mer om författaren

    Stéphane Goria is Professor at the University of Lorraine, France. He is a member of the Mediation Research Center (Centre de recherche sur les médiations, Crem) and the Research Network on Innovation. His research focuses on information relevant for innovation and the use of games for serious purposes.

    Innehållsförteckning

    • Introduction. A Brief History and Variety of Games for Serious Purposes xiiiStéphane GORIAChapter 1. Serious Games: Human or Animal Invention? 1Julian ALVAREZ1.1. Introduction 11.2. Biological approaches to play 31.3. Inter-species play frameworks 61.4. Serious Play in nonhuman animals? 101.5. Concluding discussion 131.6. References 15Chapter 2. The Neurotechnological Future of Video Games: The Contribution of Science Fiction to Prospective Thinking on the Post-Metaverse 17Thomas MICHAUD2.1. Free Guy and the revolt of an artificial life in a video game 192.2. Artificial life and video games 202.3. The Frankenstein complex and fear of artificial intelligence 212.4. Ultimate Game and video games by nanoneurotechnologies 242.5. A telepathic video game in the Black Mirror series 262.6. Neuralink, a pioneer in neurotechnology 272.7. Neuroethics, video games and science fiction 282.8. Conclusion 302.9. References 32Chapter 3. Ludopedagogy Told by a Sponge 35Julian ALVAREZ3.1. Introduction 353.2. Ludicization or when the sponge becomes a game 363.3. Sponge toy and playing with the sponge 383.4. The sponge goes from toy to game with rules 393.5. A sponge, a game and a utilitarian aim: several possibilities 403.6. The sponge, two sides for serious play 423.7. Gamified sponge 433.8. When the sponge absorbs the commercial license 453.9. Conclusion 463.10. References 48Chapter 4. Actual Plays: When the Tabletop Role-Playing Game Gains Media Coverage 51Ugo ROUX4.1. Introduction 514.2. Materials and methods 544.3. "Spectating" role-playing 554.4. Conclusion 654.5. References 66Chapter 5. Tabletop Role-Playing as a Gamification of a Case Study in Management Control 71Rémi MARTIN and Frédéric FAVRE-FÉLIX5.1. Pedagogical issues 715.2. Description and application methodology 735.3. The benefits of edutainment practices 765.4. Synthesis and assessment of classroom feedback 815.5. Conclusion 825.6. References 83Chapter 6. Variety and Contribution of Agile Games to Organizational Innovation 85Stéphane GORIA6.1. Introduction 856.2. Agility and agile methods 866.3. Serious games and agile games 896.4. The agile games package 906.5. Description of the most frequent games 936.6. Conclusion 1006.7. References 100Chapter 7. Serious Games as a Provocative Research Method? 105Hélène MICHEL, Zeinab SHEET and Guy PARMENTIER7.1. Play as a research laboratory 1077.2. Case study of play as a provocative method: putting participants in a situation of failure to assess their creativity 1107.3. Discussion: mobilizing play as a provocative research method 1227.4. Conclusion: the researcher as agent provocateur? 1227.5. References 123Chapter 8. Serious Games and Decision-Making in the Context of Hospital Cybersecurity 127Natalia ZWARTS and Niek Jan VAN DEN HOUT8.1. Introduction 1278.2. Introduction to cybersecurity challenges for hospital management 1298.3. Introduction to hospital specific cybersecurity risks 1318.4. Serious games for cybersecurity 1348.5. Microgames methodology 1358.6. Results 1418.7. Conclusions 1438.8. Limitations 1438.9. Discussion 1448.10. References 144Chapter 9. Wargames and Their Practices Within Military Organizations 149Stéphane GORIA9.1. Wargaming and wargames 1499.2. History and main features of the wargame 1509.3. Wargames and computing 1599.4. The ongoing search for balance 1639.5. References 163Chapter 10. A Tabletop Game Hijacked to Build Managerial Theories 169Fabrice CAUDRON10.1. Introduction 16910.2. Game-based training for young cooperative training managers 17010.3. The method: play first, theorize later 17210.4. Benefits of the pedagogical system 18210.5. Conclusion 18410.6. References 184Chapter 11. Educational Innovation Through FLOSS Serious Gaming 187Philippe LÉPINARD and Julien MENIER11.1. Introduction 18711.2. Serious gaming 18811.3. Pedagogical uses of Minetest/Luanti 19011.4. Results and discussion 19511.5. Conclusion 20111.6. References 201Chapter 12. Digital Games to Build a Knowledge Base 205Mathieu LAFOURCADE and Nathalie LE BRUN12.1. Introduction 20512.2. Games to build lexico-semantic resources 20612.3. The challenge is to attract players and ensure data quality 20912.4. The JeuxDeMots project: acquisition and consolidation 21012.5. The resource obtained and the playful ways in which it is built up 22012.6. Conclusion 22612.7. References 226Chapter 13. Games as a Basis for Automatic Analogy Analysis 233Mathieu LAFOURCADE, Nathalie LE BRUN and Jérémie ROUX13.1. Introduction 23313.2. Analogical square 23413.3. JeuxDeMots and Analogia 23913.4. Intersector 24513.5. Conclusion 25013.6. Appendix: some representative analogies 25013.7. References 256Chapter 14. Serious Games and Design Thinking: A Possible Combination? 259Julian ALVAREZ14.1. Introduction 25914.2. Flee the Skip 26014.3. Onion Soup 26314.4. Conclusion 26714.5. References 268List of Authors 271Index 273