A4 Conference proceedings

Serious games for decision-making processes: a systematic literature review


Open Access publication

Publication Details
Authors: Rissanen Matti, Metso Lasse, Elfvengren Kalle, Sinkkonen Tiina
Publication year: 2020
Language: English
Related Journal or Series Information: Lecture Notes in Mechanical Engineering
Title of parent publication: Engineering Assets and Public Infrastructures in the Age of Digitalization. Proceedings of the 13th World Congress on Engineering Asset Management.
Start page: 330
End page: 338
Number of pages: 9
ISBN: 978-3-030-48020-2
eISBN: 978-3-030-48021-9
ISSN: 2195-4356
eISSN: 2195-4364
JUFO-Level of this publication: 1
Open Access: Open Access publication
Location of the parallel saved publication: http://urn.fi/URN:NBN:fi-fe2020081860991

Abstract

In asset management one key element is the availability of information at right time for
decision-making. Decision-making processes in organizations are often
multi-actor problems. Studies to train and improve decision-making with serious
games have been previously conducted. The term “serious game” describes an
intention of the player or the developer of the game to include a purpose other
than pure entertainment into the game. Serious games communicate their purpose
to the player through immersive and fun gameplay. While being engaged in
gameplay, the players are knowingly or subconsciously more receptive to
learning and skill acquisition. The number of articles about serious games in
decision-making has increased during recent years. In this study, a systematic
literature review is performed by using the Scopus database. The purpose of the
paper is to categorize and analyse the content of existing literature of
serious games for decision-making processes in organizations. The paper also
raises some points on what the current games lack considering organizational
and technological trends.


Last updated on 2020-18-08 at 14:03