An Educational Serious Game for investigating perceived Impacts of Digital Technologies on Employee Well-Being and Organizational Performance
dc.contributor.author | Herrmann, Jan-Phillip | |
dc.contributor.author | Nemoto, Yutaro | |
dc.contributor.author | Kobelt, Dennis | |
dc.contributor.author | Goppold, Marvin | |
dc.contributor.author | Tackenberg, Sven | |
dc.date.accessioned | 2023-04-06T15:11:49Z | |
dc.date.available | 2023-04-06T15:11:49Z | |
dc.date.issued | 2021 | |
dc.description.abstract | ... 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] | en |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/41165 | |
dc.language.iso | en | |
dc.publisher | TUDpress | |
dc.relation.ispartof | Workshop Gemeinschaften in Neuen Medien (GeNeMe) 2021 | |
dc.subject | Leistungsfähigkeit von Unternehmen | |
dc.subject | Wohlbefinden von Beschäftigten | |
dc.subject | Serious Game | |
dc.title | An Educational Serious Game for investigating perceived Impacts of Digital Technologies on Employee Well-Being and Organizational Performance | en |
dc.type | Text/Conference Paper | |
gi.citation.publisherPlace | Dresden |
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