Skip to main content

Serious Games Adoption in Organizations – An Exploratory Analysis

  • Conference paper
Scaling up Learning for Sustained Impact (EC-TEL 2013)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 8095))

Included in the following conference series:

Abstract

This paper arises from work ongoing in the GALA (Games and Learning Alliance – Network of Excellence for Serious Games). An exploratory set of case studies were carried out to understand the benefits, barriers and enablers of adopting serious games in companies and non-educational organizations. Serious games are games that educate, train and inform. It could therefore be expected that serious games would play an important role within corporate training, but this seems not to be the case. Five exploratory case studies of SG adoption were collected. There was use of serious games for training (three cases) and for corporate change interventions (two cases). Most of the organizations commissioned the SG from an external party and only in one case did the organization itself develop the serious game. The key finding was that senior management support was critical for serious game adoption in every case. SG adoption was typically limited to a single department or branch/subsidiary of the company.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Azadegan, A., Riedel, J.C.K.H.: Serious Games Integration in Companies: A Research and Application Framework. In: ICALT2012 - International Conference on Advanced Learning Technologies and Technology-enhanced Learning, July 4-6. IEEE Computer Society & IEEE TC on Learning Technology, Rome (2012a), doi:10.1109/ICALT.2012.236, ISBN: 978-0-7695-4702-2/12

    Google Scholar 

  2. Azadegan, A., Riedel, J.C.K.H., Baalsrud Hauge, J.: Serious Games Adoption in Corporate Training. In: Ma, M., Oliveira, M.F., Baalsrud Hauge, J., Duin, H., Thoben, K.-D. (eds.) SGDA 2012. LNCS, vol. 7528, pp. 74–85. Springer, Heidelberg (2012b)

    Chapter  Google Scholar 

  3. Brown, I., Russell, J.: Radio frequency identification technology: An exploratory study on adoption in the South African retail sector. International Journal of Information Management 27(4), 250–265 (2007)

    Article  Google Scholar 

  4. Bunduchin, R., Weisshaar, C., Smart, A.: Mapping the benefits and costs associated with process innovation: The case of RFID adoption. Technovation 31, 505–521 (2011)

    Article  Google Scholar 

  5. Chan, S.C.H., Ngai, E.W.T.: A qualitative study of information technology adoption how ten organizations adopted web-based training. Information Systems Journal 17(3), 289–315 (2007)

    Article  Google Scholar 

  6. Creswell, J.W.: Qualitative Inquiry and Research Design: Choosing Among Five Approaches. Sage Publications, London (2007)

    Google Scholar 

  7. Damanpour, F., Wischnevsky, J.D.: Research on organizational innovation: Distinguishing innovation-generating from innovation-adopting organizations. Journal of Engineering and Technology Management 23, 269–291 (2006)

    Article  Google Scholar 

  8. Davis, F.D.: Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly 13(3), 318–340 (1989)

    Article  Google Scholar 

  9. Eisenhardt, K.M.: Building Theories from Case Study Research. The Academy of Management Review 14(4), 532–550 (1989)

    Google Scholar 

  10. Hameed, M.A., Counsell, S., Swift, S.: A meta-analysis of relationships between organizational characteristics and IT innovation adoption in organizations. Information and Management 49(5), 218–232 (2012)

    Article  Google Scholar 

  11. Online Educa: Learning Technology Adoption in European Businesses, http://www.icwe.net/oeb_special/OEB_Newsportal/learning-technology-adoption-in-european-businesses/ (last accessed: November 29, 2011)

  12. Rogers, E.: Diffusion of Innovation. The Free Press, New York (1985)

    Google Scholar 

  13. Yin, R.: Case Study Research: Design and Methods, 4th edn. Sage, London (2009)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Riedel, J.C.K.H., Feng, Y., Azadegan, A. (2013). Serious Games Adoption in Organizations – An Exploratory Analysis. In: Hernández-Leo, D., Ley, T., Klamma, R., Harrer, A. (eds) Scaling up Learning for Sustained Impact. EC-TEL 2013. Lecture Notes in Computer Science, vol 8095. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-40814-4_47

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-40814-4_47

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-40813-7

  • Online ISBN: 978-3-642-40814-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics