... 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]
Identifer | oai:union.ndltd.org:DRESDEN/oai:qucosa:de:qucosa:78419 |
Date | 11 March 2022 |
Creators | Herrmann, Jan-Phillip, Nemoto, Yutaro, Kobelt, Dennis, Goppold, Marvin, Tackenberg, Sven |
Publisher | TUDpress |
Source Sets | Hochschulschriftenserver (HSSS) der SLUB Dresden |
Language | English |
Detected Language | English |
Type | info:eu-repo/semantics/publishedVersion, doc-type:conferenceObject, info:eu-repo/semantics/conferenceObject, doc-type:Text |
Rights | info:eu-repo/semantics/openAccess |
Relation | 978-3-95908-235-8, urn:nbn:de:bsz:14-qucosa2-780336, qucosa:78033 |
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