Sammanfattning
Foresight is used to anticipate future developments and trigger responses to them. Serious games can enhance foresight by creating engaging experiences and increasing interaction between participants. In this paper we study how serious games can be used to generate new insights about alternative futures. We structure existing approaches based on their type and purpose and describe a case study of developing a web-based foresight game on circular economy. Based on the review and case study we suggest that foresight games that are balanced between the dimensions of idea generation, informing and experience are well suited to provide insights into the practices and strategy of the players' organisation.
Originalspråk | Engelska |
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Titel på värdpublikation | Games and Learning Alliance : GALA 2015 |
Redaktörer | A. De Gloria, R. Veltkamp |
Antal sidor | 12 |
Utgivningsort | Cham |
Förlag | Springer |
Utgivningsdatum | 23.06.2016 |
Sidor | 560-571 |
ISBN (tryckt) | 978-3-319-40215-4 |
ISBN (elektroniskt) | 978-3-319-40216-1 |
DOI | |
Status | Publicerad - 23.06.2016 |
MoE-publikationstyp | A4 Artikel i en konferenspublikation |
Evenemang | 4th International Conference on Games and Learning Alliance - Rome, Italien Varaktighet: 09.12.2015 → 11.12.2015 Konferensnummer: 4 |
Publikationsserier
Namn | Lecture Notes in Computer Science LNCS |
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Förlag | Springer |
Volym | 9599 |
ISSN (tryckt) | 0302-9743 |
Nyckelord
- 512 Företagsekonomi