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Proceedings of the 12th European Conference on Knowledge ...

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Serious Games in <str<strong>on</strong>g>the</str<strong>on</strong>g> C<strong>on</strong>text <str<strong>on</strong>g>of</str<strong>on</strong>g> Organizati<strong>on</strong>al<br />

<strong>Knowledge</strong> Management Practices<br />

Albena Ant<strong>on</strong>ova 1 and Anandasivakumar Ekambaram 2<br />

1<br />

S<str<strong>on</strong>g>of</str<strong>on</strong>g>ia University, S<str<strong>on</strong>g>of</str<strong>on</strong>g>ia, Bulgaria<br />

2<br />

SINTEF – Technology and Society, Productivity and Project Management,<br />

Tr<strong>on</strong>dheim, Norway<br />

a_ant<strong>on</strong>ova@fmi.uni-s<str<strong>on</strong>g>of</str<strong>on</strong>g>ia.bg<br />

siva@sintef.no<br />

Abstract: Serious games (SG) are increasingly gaining popularity in various fields such as, educati<strong>on</strong>, business,<br />

entertainment and research, and <str<strong>on</strong>g>the</str<strong>on</strong>g>y capture attenti<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> learners, researchers and <str<strong>on</strong>g>the</str<strong>on</strong>g> business community.<br />

Serious games are comm<strong>on</strong>ly defined as digital games used for purposes o<str<strong>on</strong>g>the</str<strong>on</strong>g>r than mere entertainment or fun.<br />

SGs are c<strong>on</strong>sidered as effective tools for enhancing knowledge building and testing <str<strong>on</strong>g>of</str<strong>on</strong>g> s<str<strong>on</strong>g>of</str<strong>on</strong>g>t skills and complex<br />

competences. With <str<strong>on</strong>g>the</str<strong>on</strong>g>se characteristics, SG can lead to better visualizati<strong>on</strong> and understanding <str<strong>on</strong>g>of</str<strong>on</strong>g> reality and<br />

high-order learning. Thus, being recognized as an enhanced learning platform, SG has entered in <str<strong>on</strong>g>the</str<strong>on</strong>g> field <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

corporate training and competence development. The development and <str<strong>on</strong>g>the</str<strong>on</strong>g> widespread implementati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> SG<br />

can influence knowledge management (KM) processes and knowledge flows in organizati<strong>on</strong>s. The present<br />

research objectives are to investigate <str<strong>on</strong>g>the</str<strong>on</strong>g> impact <str<strong>on</strong>g>of</str<strong>on</strong>g> SG implementati<strong>on</strong> <strong>on</strong> different organizati<strong>on</strong>al practices <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

KM. SG directly influence individuals’ (employees’) attitudes toward knowledge acquisiti<strong>on</strong>, competence building,<br />

and cooperati<strong>on</strong> and motivati<strong>on</strong>. Fur<str<strong>on</strong>g>the</str<strong>on</strong>g>rmore, SGs c<strong>on</strong>tribute to improve organizati<strong>on</strong>al processes and pave <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

way to enhance KM practices in organizati<strong>on</strong>s. And at <str<strong>on</strong>g>the</str<strong>on</strong>g> same time focus <strong>on</strong> KM can also improve <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

processes <str<strong>on</strong>g>of</str<strong>on</strong>g> developing and implementing SG in companies. The paper first presents a <str<strong>on</strong>g>the</str<strong>on</strong>g>oretical overview <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

issues related to KM and SG. Followed by this presentati<strong>on</strong>, <str<strong>on</strong>g>the</str<strong>on</strong>g> paper describes <str<strong>on</strong>g>the</str<strong>on</strong>g> c<strong>on</strong>necti<strong>on</strong> between KM and<br />

SG. This descripti<strong>on</strong> will incorporate both <str<strong>on</strong>g>the</str<strong>on</strong>g> individual dimensi<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> KM and <str<strong>on</strong>g>the</str<strong>on</strong>g> organizati<strong>on</strong>al dimensi<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> KM<br />

with respect to SG. The following discussi<strong>on</strong> provides recommendati<strong>on</strong>s for developing or adopting SG for KM<br />

purposes. Finally, c<strong>on</strong>clusi<strong>on</strong> winds up <str<strong>on</strong>g>the</str<strong>on</strong>g> whole discussi<strong>on</strong>.<br />

Keywords: Serious games, knowledge flows, organizati<strong>on</strong>al knowledge management<br />

1. Introducti<strong>on</strong><br />

During <str<strong>on</strong>g>the</str<strong>on</strong>g> last few years, serious games (SG) and virtual worlds (VW) become a part <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> modern<br />

organizati<strong>on</strong>al world and gained influence in educati<strong>on</strong> and business. Serious games are used to<br />

facilitate and improve learning, competence and skills building, but <str<strong>on</strong>g>the</str<strong>on</strong>g>ir impact is c<strong>on</strong>stantly<br />

increasing in various c<strong>on</strong>texts. Serious games represent an emerging field with wide applicati<strong>on</strong> in, for<br />

example, educati<strong>on</strong>, business, simulati<strong>on</strong> and research (Ant<strong>on</strong>ova & Martinov, 2010).<br />

In c<strong>on</strong>trast to development <str<strong>on</strong>g>of</str<strong>on</strong>g> SG, knowledge management still remains isolated from o<str<strong>on</strong>g>the</str<strong>on</strong>g>r practices<br />

in companies. Some reports highlight that KM have never succeeded to integrate with o<str<strong>on</strong>g>the</str<strong>on</strong>g>r<br />

organizati<strong>on</strong>al systems and practices such as e-learning, HRM and innovati<strong>on</strong>s systems<br />

(Learnovati<strong>on</strong>, 2008). Main obstacles for KM include cultural obstacles, political obstacles (lack <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

management support), evaluati<strong>on</strong> obstacles (lack <str<strong>on</strong>g>of</str<strong>on</strong>g> appropriate metrics for KM) and technological<br />

obstacles (lack <str<strong>on</strong>g>of</str<strong>on</strong>g> appropriate infrastructure) (Learnovati<strong>on</strong>, 2008). Ano<str<strong>on</strong>g>the</str<strong>on</strong>g>r report (KPMG, 2004)<br />

points out <str<strong>on</strong>g>the</str<strong>on</strong>g> following KM barriers: lack <str<strong>on</strong>g>of</str<strong>on</strong>g> time to share knowledge, informati<strong>on</strong> overload,<br />

reinventing <str<strong>on</strong>g>the</str<strong>on</strong>g> wheel, not using technology to share knowledge, not using ideas to improve <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

functi<strong>on</strong>ing <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> organizati<strong>on</strong> and lost market opportunities. According to CWA (2004), some <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

main obstacles for KM are: time for sharing knowledge, lack <str<strong>on</strong>g>of</str<strong>on</strong>g> management support for KM,<br />

“knowledge is power”, apathy about sharing knowledge, “not-invented here” syndrome, no appropriate<br />

reward systems, different cultures and sub-cultures, organizati<strong>on</strong>al amnesia and over-emphasis <strong>on</strong><br />

technologies.<br />

Based <strong>on</strong> <str<strong>on</strong>g>the</str<strong>on</strong>g>se descripti<strong>on</strong>s, it can be c<strong>on</strong>cluded that though KM is a useful and important strategic<br />

management approach, it is not widely and systematically implemented in companies. This lack <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

implementati<strong>on</strong> can be observed especially in small and medium enterprises (SMEs). Moreover, it is<br />

evident that success <str<strong>on</strong>g>of</str<strong>on</strong>g> KM depends largely <strong>on</strong> social and organizati<strong>on</strong>al factors, and is influenced by<br />

organizati<strong>on</strong>al culture and people’s attitudes and willingness to share knowledge. This c<strong>on</strong>diti<strong>on</strong><br />

requires companies to explore different approaches in order to ensure an effective use <str<strong>on</strong>g>of</str<strong>on</strong>g> KM.<br />

The objective <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> present research is to describe how SG can improve KM processes in practice.<br />

As SG represent an emerging and popular medium, <str<strong>on</strong>g>the</str<strong>on</strong>g> study will identify how SG can directly<br />

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