State-of-the-art in Business Games

Authors

  • Panagiotis Petridis Aston University
  • Kyriaki Hadjicosta The Serious Games Institute, Coventry University
  • Victor Shi Guang Advanced Manufacturing Research Center, Sheffield University
  • Ian Dunwell The Serious Games Institute, Coventry University
  • Tim Baines Aston University
  • Ali Bigdeli Aston University
  • Oscar F. Bustinza Aston University
  • Victoria Uren Aston University

DOI:

https://doi.org/10.17083/ijsg.v2i1.54

Keywords:

Serious Games, Game Based Learning, Education

Abstract

The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to address research questions regarding their perception, proven efficacy, and identifies key areas for future work. The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. They also emphasise the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.

Author Biography

  • Panagiotis Petridis, Aston University
    Senior Lecturer in Gamification in ABS School

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Published

2015-02-11

Issue

Section

Articles

How to Cite

State-of-the-art in Business Games. (2015). International Journal of Serious Games, 2(1). https://doi.org/10.17083/ijsg.v2i1.54