Herrmann, Jan-PhillipNemoto, YutaroKobelt, DennisGoppold, MarvinTackenberg, Sven2023-04-062023-04-062021https://dl.gi.de/handle/20.500.12116/41165... 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]enLeistungsfähigkeit von UnternehmenWohlbefinden von BeschäftigtenSerious GameAn Educational Serious Game for investigating perceived Impacts of Digital Technologies on Employee Well-Being and Organizational PerformanceText/Conference Paper