Abstract
This paper analyses the effectiveness of service design games (SDGs) based on their ability to trigger participant reflection. The paper draws upon game studies to present how SDGs appear as ineffective innovation tools, and combines it with organizational knowledge creation to show how the “gameness” of SDGs actually drives their effectiveness. The paper contributes to the understanding of SDGs by offering a theoretical explanation for their effectiveness, and presents a framework for analysing design games as productive dialogues. ATLAS, a board game for service co-design project planning, is presented as an example of embedding reflection into the design of a SDG.
Original language | English |
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Title of host publication | Service Design Geographies : Proceedings of the ServDes2016 Conference |
Number of pages | 12 |
Publisher | Linköping University Electronic Press |
Publication date | 17.05.2016 |
Pages | 241-252 |
ISBN (Electronic) | 978-91-7685-738-0 |
Publication status | Published - 17.05.2016 |
MoE publication type | A4 Article in conference proceedings |
Event | Service Design and Service Innovation Conference ServDes 2016 - Copenhagen, Denmark Duration: 24.05.2016 → 26.05.2016 |
Publication series
Name | Linköping Electronic Conference Proceedings |
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Publisher | Linköping University Electronic Press, Linköpings universitet |
Number | 125 |
ISSN (Print) | 1650-2686 |
ISSN (Electronic) | 1650-3740 |
Keywords
- 512 Business and Management
- Service design
- Knowledge creation
- Organizational learning
- Games
- Co-creation