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An Educational Serious Game for investigating perceived Impacts of Digital Technologies on Employee Well-Being and Organizational Performance

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2021

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TUDpress

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... This paper presents a serious game in which players assess digital technologies’ impact on organizational performance and employee well-being, enabling to collect data about intercultural differences between people’s decisions. Serious games are games designed to acquire knowledge or skills through playful applications (Dörner, Göbel, Effelsberg, & Wiemeyer, 2016) but enable to collect data from collective activities while playing the game.Applying the serious game in an educational context, the aims of the serious game are twofold: 1. To educate players about evaluating the impact of technological solutions on multiple objectives of employee well-being and organizational performance. 2. To investigate intercultural diferences in people’s choices between traditional and technological solutions concerning organizational performance and employee well-being. [Aus: Introduction]

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Herrmann, Jan-Phillip; Nemoto, Yutaro; Kobelt, Dennis; Goppold, Marvin; Tackenberg, Sven (2021): An Educational Serious Game for investigating perceived Impacts of Digital Technologies on Employee Well-Being and Organizational Performance. Workshop Gemeinschaften in Neuen Medien (GeNeMe) 2021. Dresden: TUDpress

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