Return to search

An Educational Serious Game for investigating perceived Impacts of Digital Technologies on Employee Well-Being and Organizational Performance

... This paper presents a serious game in which players assess digital technologies’ impact on organizational performance and employee well-being, enabling to collect data about intercultural differences between people’s decisions. Serious games are games designed to acquire knowledge or skills through playful applications (Dörner, Göbel, Effelsberg, & Wiemeyer, 2016) but enable to collect data from collective activities while playing the game.Applying the serious game in an educational context, the aims of the serious game are twofold: 1. To educate players about evaluating the impact of technological solutions on multiple objectives of employee well-being and organizational performance. 2. To investigate intercultural diferences in people’s choices between traditional and technological solutions concerning organizational performance and employee well-being. [Aus: Introduction]

Identiferoai:union.ndltd.org:DRESDEN/oai:qucosa:de:qucosa:78419
Date11 March 2022
CreatorsHerrmann, Jan-Phillip, Nemoto, Yutaro, Kobelt, Dennis, Goppold, Marvin, Tackenberg, Sven
PublisherTUDpress
Source SetsHochschulschriftenserver (HSSS) der SLUB Dresden
LanguageEnglish
Detected LanguageEnglish
Typeinfo:eu-repo/semantics/publishedVersion, doc-type:conferenceObject, info:eu-repo/semantics/conferenceObject, doc-type:Text
Rightsinfo:eu-repo/semantics/openAccess
Relation978-3-95908-235-8, urn:nbn:de:bsz:14-qucosa2-780336, qucosa:78033

Page generated in 0.0028 seconds