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Serious games for managers : Creating cognitive, financial, technological, social, and emotional value in in-service training

Author

Listed:
  • Oihab Allal-Chérif

    (NEOMA - Neoma Business School)

  • Evelyne Lombardo

    (LSIS - Laboratoire des Sciences de l'Information et des Systèmes - AMU - Aix Marseille Université - UTLN - Université de Toulon - Arts et Métiers Paristech ENSAM Aix-en-Provence - CNRS - Centre National de la Recherche Scientifique, Kedge BS - Kedge Business School)

  • Franck Jaotombo

    (CEReSS - Centre d'études et de recherche sur les services de santé et la qualité de vie - AMU - Aix Marseille Université, EM - EMLyon Business School)

Abstract

This article analyzes the value creation of serious games along five dimensions: (1) product design, (2) cost optimization, (3) impact on cognition, (4) experienced emotions, and (5) the socialization process. This research adopts an exploratory approach, mixes qualitative and quantitative methods, and is based on the case study of AXA, the number 1 global insurance brand. The authors interviewed learners, trainers, and managers from the company. The originality lies in the comparison of five different training methods: face-to-face, videoconference, non-tutored e-learning, tutored e-learning, and serious games. The qualitative study reveals that serious games create value according to five dimensions: conception, optimization, cognition, emotion, and socialization. The four recommendations are: (1) to integrate serious games into a wide-ranging training protocol; (2) to balance face-to-face and distance-learning phases; (3) to assess knowledge transfer and to check that learners can use what they learned in the real world; and (4) to ensure learner self-awareness and enhance cognitive engagement. The quantitative study suggests that value ​​created by serious games is significantly different from value ​​created by other learning methods. Additionally, managers recognize significantly higher value creation ​​than trainers and learners.

Suggested Citation

  • Oihab Allal-Chérif & Evelyne Lombardo & Franck Jaotombo, 2022. "Serious games for managers : Creating cognitive, financial, technological, social, and emotional value in in-service training," Post-Print hal-03638060, HAL.
  • Handle: RePEc:hal:journl:hal-03638060
    DOI: 10.1016/j.jbusres.2022.03.083
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    Cited by:

    1. Humberto Marín-Vega & Giner Alor-Hernández & Maritza Bustos-López & Ignacio López-Martínez & Norma Leticia Hernández-Chaparro, 2023. "Extended Reality (XR) Engines for Developing Gamified Apps and Serious Games: A Scoping Review," Future Internet, MDPI, vol. 15(12), pages 1-20, November.
    2. Mónica Fernanda Aranibar & Yolanda Baez-Lopez & Jorge Limon-Romero & María Concepción Ramírez-Barón & Blanca Rosa García Rivera & Melina Ortega-Pérez Tejada & Jacqueline Hernández Bejarano, 2022. "The Impact of Social Benefits on Work Commitment and Organizational Socialization in the Manufacturing Industry," Sustainability, MDPI, vol. 14(17), pages 1-16, August.
    3. João M. Lopes & Sofia Gomes & Ivo Rodrigues, 2024. "Playing the gamification and co-creation game: a bibliometric literature review," Management Review Quarterly, Springer, vol. 74(1), pages 353-376, February.

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