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Study on the Use of Serious Games in Business Education

With rapid advance of information technology (IT), computer-based gaming has flourished for decades. Gaming becomes a part of modern culture, especially among emerging digital generations. In addition to the entertaining purpose, attempts are made to use games for serious purpose, such as education and training. With the genuine characteristics that bring enjoyment, engagement, and context, games are considered good tools for business education and training that support or even may substitute the traditional learning methods. However, there is a dearth of research with regards to the comprehensive view of how people can learn business topics through serious games and transfer the value of business games to the work practices. To fill the gap, this dissertation research focuses on the use of serious games in business education and training. In Study I, the two main elements of serious games, namely seriousness and playfulness, and how these elements play roles in game-based learning process, are investigated. From two SEM (Structural Equation Model) analyses of quantitative data from 190 MBA students who have experienced business simulation games, seriousness and playfulness are shown to explain significant parts of the game-based learning process with several antecedents. In addition, Study II investigates the potentially transferrable values of business simulation games to the business practices based on the qualitative data from 43 business professionals who have experienced various business simulation games in their Professional MBA program. The result of analyzing the business professionals arguments in Toulmins framework, various values of serious games in business practice are found. Overall, this dissertation research contributes in providing fundamental insights for future studies regarding the use of serious games in business education and training context. Also, the findings from the research provide implications to the practitioners who consider using serious games in business.

Identiferoai:union.ndltd.org:LSU/oai:etd.lsu.edu:etd-07022015-155819
Date08 July 2015
CreatorsKim, Joo Baek
ContributorsWatson, Edward, Van Scotter, James, Karki, Bijaya, Hirschheim, Rudy
PublisherLSU
Source SetsLouisiana State University
LanguageEnglish
Detected LanguageEnglish
Typetext
Formatapplication/pdf
Sourcehttp://etd.lsu.edu/docs/available/etd-07022015-155819/
Rightsunrestricted, I hereby certify that, if appropriate, I have obtained and attached herein a written permission statement from the owner(s) of each third party copyrighted matter to be included in my thesis, dissertation, or project report, allowing distribution as specified below. I certify that the version I submitted is the same as that approved by my advisory committee. I hereby grant to LSU or its agents the non-exclusive license to archive and make accessible, under the conditions specified below and in appropriate University policies, my thesis, dissertation, or project report in whole or in part in all forms of media, now or hereafter known. I retain all other ownership rights to the copyright of the thesis, dissertation or project report. I also retain the right to use in future works (such as articles or books) all or part of this thesis, dissertation, or project report.

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