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

dc.contributor.authorHerrmann, Jan-Phillip
dc.contributor.authorNemoto, Yutaro
dc.contributor.authorKobelt, Dennis
dc.contributor.authorGoppold, Marvin
dc.contributor.authorTackenberg, Sven
dc.date.accessioned2023-04-06T15:11:49Z
dc.date.available2023-04-06T15:11:49Z
dc.date.issued2021
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.urihttps://dl.gi.de/handle/20.500.12116/41165
dc.language.isoen
dc.publisherTUDpress
dc.relation.ispartofWorkshop Gemeinschaften in Neuen Medien (GeNeMe) 2021
dc.subjectLeistungsfähigkeit von Unternehmen
dc.subjectWohlbefinden von Beschäftigten
dc.subjectSerious Game
dc.titleAn Educational Serious Game for investigating perceived Impacts of Digital Technologies on Employee Well-Being and Organizational Performanceen
dc.typeText/Conference Paper
gi.citation.publisherPlaceDresden

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