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Full Description
Over the past thirty years or so, serious games, gaming and playful activities have come to occupy an important place in organizations. While this phenomenon is an ancient one, the use of games for serious purposes has become widespread over the last two centuries, and their development has been exponential, stimulated by that of information technologies.
As a result, it has become necessary to understand the specificities of these games and play activities in order to innovate and create value within organizations. For this reason, this book aims to enlighten the reader on their variety, their specific features and what they can bring to an organization.
Serious Games and Innovation Gains first uncovers the history of these kinds of games and play, their main characteristics and what they can bring in terms of a vision of the future. Above all, this book explores how these games and forms of play can be implemented, especially in areas such as progressive development, education, agility support, academic research, as well as military thinking, cyber defense or knowledge base building contexts.
Contents
Introduction. A Brief History and Variety of Games for Serious Purposes xiii
Stéphane GORIA
Chapter 1. Serious Games: Human or Animal Invention? 1
Julian ALVAREZ
1.1. Introduction 1
1.2. Biological approaches to play 3
1.3. Inter-species play frameworks 6
1.4. Serious Play in nonhuman animals? 10
1.5. Concluding discussion 13
1.6. References 15
Chapter 2. The Neurotechnological Future of Video Games: The Contribution of Science Fiction to Prospective Thinking on the Post-Metaverse 17
Thomas MICHAUD
2.1. Free Guy and the revolt of an artificial life in a video game 19
2.2. Artificial life and video games 20
2.3. The Frankenstein complex and fear of artificial intelligence 21
2.4. Ultimate Game and video games by nanoneurotechnologies 24
2.5. A telepathic video game in the Black Mirror series 26
2.6. Neuralink, a pioneer in neurotechnology 27
2.7. Neuroethics, video games and science fiction 28
2.8. Conclusion 30
2.9. References 32
Chapter 3. Ludopedagogy Told by a Sponge 35
Julian ALVAREZ
3.1. Introduction 35
3.2. Ludicization or when the sponge becomes a game 36
3.3. Sponge toy and playing with the sponge 38
3.4. The sponge goes from toy to game with rules 39
3.5. A sponge, a game and a utilitarian aim: several possibilities 40
3.6. The sponge, two sides for serious play 42
3.7. Gamified sponge 43
3.8. When the sponge absorbs the commercial license 45
3.9. Conclusion 46
3.10. References 48
Chapter 4. Actual Plays: When the Tabletop Role-Playing Game Gains Media Coverage 51
Ugo ROUX
4.1. Introduction 51
4.2. Materials and methods 54
4.3. "Spectating" role-playing 55
4.4. Conclusion 65
4.5. References 66
Chapter 5. Tabletop Role-Playing as a Gamification of a Case Study in Management Control 71
Rémi MARTIN and Frédéric FAVRE-FÉLIX
5.1. Pedagogical issues 71
5.2. Description and application methodology 73
5.3. The benefits of edutainment practices 76
5.4. Synthesis and assessment of classroom feedback 81
5.5. Conclusion 82
5.6. References 83
Chapter 6. Variety and Contribution of Agile Games to Organizational Innovation 85
Stéphane GORIA
6.1. Introduction 85
6.2. Agility and agile methods 86
6.3. Serious games and agile games 89
6.4. The agile games package 90
6.5. Description of the most frequent games 93
6.6. Conclusion 100
6.7. References 100
Chapter 7. Serious Games as a Provocative Research Method? 105
Hélène MICHEL, Zeinab SHEET and Guy PARMENTIER
7.1. Play as a research laboratory 107
7.2. Case study of play as a provocative method: putting participants in a situation of failure to assess their creativity 110
7.3. Discussion: mobilizing play as a provocative research method 122
7.4. Conclusion: the researcher as agent provocateur? 122
7.5. References 123
Chapter 8. Serious Games and Decision-Making in the Context of Hospital Cybersecurity 127
Natalia ZWARTS and Niek Jan VAN DEN HOUT
8.1. Introduction 127
8.2. Introduction to cybersecurity challenges for hospital management 129
8.3. Introduction to hospital specific cybersecurity risks 131
8.4. Serious games for cybersecurity 134
8.5. Microgames methodology 135
8.6. Results 141
8.7. Conclusions 143
8.8. Limitations 143
8.9. Discussion 144
8.10. References 144
Chapter 9. Wargames and Their Practices Within Military Organizations 149
Stéphane GORIA
9.1. Wargaming and wargames 149
9.2. History and main features of the wargame 150
9.3. Wargames and computing 159
9.4. The ongoing search for balance 163
9.5. References 163
Chapter 10. A Tabletop Game Hijacked to Build Managerial Theories 169
Fabrice CAUDRON
10.1. Introduction 169
10.2. Game-based training for young cooperative training managers 170
10.3. The method: play first, theorize later 172
10.4. Benefits of the pedagogical system 182
10.5. Conclusion 184
10.6. References 184
Chapter 11. Educational Innovation Through FLOSS Serious Gaming 187
Philippe LÉPINARD and Julien MENIER
11.1. Introduction 187
11.2. Serious gaming 188
11.3. Pedagogical uses of Minetest/Luanti 190
11.4. Results and discussion 195
11.5. Conclusion 201
11.6. References 201
Chapter 12. Digital Games to Build a Knowledge Base 205
Mathieu LAFOURCADE and Nathalie LE BRUN
12.1. Introduction 205
12.2. Games to build lexico-semantic resources 206
12.3. The challenge is to attract players and ensure data quality 209
12.4. The JeuxDeMots project: acquisition and consolidation 210
12.5. The resource obtained and the playful ways in which it is built up 220
12.6. Conclusion 226
12.7. References 226
Chapter 13. Games as a Basis for Automatic Analogy Analysis 233
Mathieu LAFOURCADE, Nathalie LE BRUN and Jérémie ROUX
13.1. Introduction 233
13.2. Analogical square 234
13.3. JeuxDeMots and Analogia 239
13.4. Intersector 245
13.5. Conclusion 250
13.6. Appendix: some representative analogies 250
13.7. References 256
Chapter 14. Serious Games and Design Thinking: A Possible Combination? 259
Julian ALVAREZ
14.1. Introduction 259
14.2. Flee the Skip 260
14.3. Onion Soup 263
14.4. Conclusion 267
14.5. References 268
List of Authors 271
Index 273