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Serious game: when the company gets into the game
[Serious game : quand l’entreprise se met en jeu]

Author

Listed:
  • Julian Alvarez

    (GERIICO - Groupe d'Études et de Recherche Interdisciplinaire en Information et COmmunication - ULR 4073 - Université de Lille, CRIStAL - Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 - Centrale Lille - Université de Lille - CNRS - Centre National de la Recherche Scientifique, Ludoscience - Ludoscience : Studying Video Games, Immersive factory [France], INSPE LHdF - Institut national supérieur du professorat et de l'éducation - Académie de Lille - Hauts-de-France - Université de Lille)

Abstract

This article explores the growing role of serious games in corporate recruitment and training. Historically used for employee training, these ludic tools are now employed to assess candidates' soft skills, such as creativity, adaptability and team spirit. Unlike traditional methods, serious games enable us to observe participants' natural reactions in immersive situations. However, Ludology researcher Julian Alvarez stresses that these games must remain benevolent and adapted to the company's objectives, to avoid bias or unrealistic expectations. While promising, these tools do not replace human assessment. They offer a more dynamic and interactive approach, helping to strengthen the employer brand and attract digital natives. However, companies need to ensure that their approach is authentic, to avoid any discrepancy between the image conveyed and their internal reality.

Suggested Citation

  • Julian Alvarez, 2020. "Serious game: when the company gets into the game [Serious game : quand l’entreprise se met en jeu]," Post-Print hal-04912322, HAL.
  • Handle: RePEc:hal:journl:hal-04912322
    Note: View the original document on HAL open archive server: https://hal.science/hal-04912322v1
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