Abstract
Games used by organizations generate a wealth of valuable output in terms of knowledge. In order to maintain the produced knowledge, such as the explicit, e.g., logging and questionnaires, and implicit/tacit knowledge, e.g., experience from game sessions, a knowledge management system (KMS) should be employed. This paper starts by giving a brief description of the building blocks for a KMS and then proposes a methodology that combines three different methods, namely, semi-structured interviews, causal maps, and the Q-methodology, to illustrate how tacit knowledge from principal stakeholders (game designers and project team members) can be extracted as part of building a KMS. The proposed methodology is applied in a case study related to the railway sector.
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Acknowledgments
This research is funded through the Railway Gaming Suite 2 program, a joint project by ProRail and Delft University of Technology.
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Roungas, B., Lo, J.C., Angeletti, R., Meijer, S., Verbraeck, A. (2019). Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge. In: Hamada, R., et al. Neo-Simulation and Gaming Toward Active Learning. Translational Systems Sciences, vol 18. Springer, Singapore. https://doi.org/10.1007/978-981-13-8039-6_32
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DOI: https://doi.org/10.1007/978-981-13-8039-6_32
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