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

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

<strong>Knowledge</strong> sharing functi<strong>on</strong>s: SG can improve all major knowledge processes within companies.<br />

SG can facilitate formati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> communities <str<strong>on</strong>g>of</str<strong>on</strong>g> practice, knowledge sharing and teamwork, visibility<br />

<str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> learning process, training systems and networking within and across companies.<br />

4. Discussi<strong>on</strong><br />

Serious games can be successfully employed in order to support various knowledge management<br />

practices in organizati<strong>on</strong>s. They can enhance organizati<strong>on</strong>s to overcome some <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> main barriers to<br />

KM; improve KM processes <strong>on</strong> individual and organizati<strong>on</strong>al level, enable better identificati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

knowledge assets and knowledge flows, and facilitate KM in different organizati<strong>on</strong>al business<br />

functi<strong>on</strong>s.<br />

Lohmann & Niesenhaus (2008) discuss in details <str<strong>on</strong>g>the</str<strong>on</strong>g> knowledge management processes in <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

c<strong>on</strong>structi<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> digital games, presenting different stages <str<strong>on</strong>g>of</str<strong>on</strong>g> game development. In practice, it is<br />

difficult to develop or implement a single game that can perform all KM tasks that are menti<strong>on</strong>ed<br />

above. However, in <str<strong>on</strong>g>the</str<strong>on</strong>g> present research, we have identified that SG can address different aspects <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

practical knowledge management in companies.<br />

Here are some possible recommendati<strong>on</strong>s for developing or adopting SG for KM purposes:<br />

C<strong>on</strong>text <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> game: In order to create more enjoyable game, <str<strong>on</strong>g>the</str<strong>on</strong>g> game envir<strong>on</strong>ment could adopt<br />

unexpected place, time, culture, species, objects and perspective <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> activities. The game<br />

should not recreate <str<strong>on</strong>g>the</str<strong>on</strong>g> same company envir<strong>on</strong>ment. In this way, <str<strong>on</strong>g>the</str<strong>on</strong>g> employee or <str<strong>on</strong>g>the</str<strong>on</strong>g> learner will<br />

act more freely, and will immerse better with his / her role, positi<strong>on</strong> and tasks.<br />

Story <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> games: Different stories could be developed. But, <str<strong>on</strong>g>the</str<strong>on</strong>g> important factor is to include<br />

real less<strong>on</strong>s-learned, best cases and failure cases <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> company. Thus, SG can transfer<br />

organizati<strong>on</strong>al experience and culture to new employees in an appealing manner. Adequate<br />

background informati<strong>on</strong> should be provided with narratives.<br />

<strong>Knowledge</strong> domains: The explicit knowledge domains should be carefully identified and<br />

addressed.<br />

Objectives <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> game: As presented in <str<strong>on</strong>g>the</str<strong>on</strong>g> descripti<strong>on</strong> above, SG can successfully improve<br />

different knowledge management processes. Careful analysis <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> c<strong>on</strong>crete needs associated<br />

with both individual and organizati<strong>on</strong>al level can lead to define SG objectives.<br />

Characters: The game characters should be complex and believable. Therefore, <str<strong>on</strong>g>the</str<strong>on</strong>g>y are to be<br />

fur<str<strong>on</strong>g>the</str<strong>on</strong>g>r described, including <str<strong>on</strong>g>the</str<strong>on</strong>g>ir competences and skills as well as <str<strong>on</strong>g>the</str<strong>on</strong>g>ir pers<strong>on</strong>al histories and<br />

motivati<strong>on</strong>s. The characters can have different positi<strong>on</strong>s and roles in <str<strong>on</strong>g>the</str<strong>on</strong>g> game play, supporting or<br />

hindering success <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> player.<br />

Challenge: The challenge should be meaningful for <str<strong>on</strong>g>the</str<strong>on</strong>g> player. Challenge should be defined as<br />

opportunity for research, taking risks, trying different approaches, forming alliances, stimulating<br />

decisi<strong>on</strong> making and investigating fur<str<strong>on</strong>g>the</str<strong>on</strong>g>r strategies. The game should lead to different knowledge<br />

acquisiti<strong>on</strong> opti<strong>on</strong>s, identificati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> knowledge flows and motivati<strong>on</strong> for fur<str<strong>on</strong>g>the</str<strong>on</strong>g>r learning.<br />

<strong>Knowledge</strong> flows and knowledge assets: The game design should explicitly show what knowledge<br />

is necessary for achieving <str<strong>on</strong>g>the</str<strong>on</strong>g> intended objectives, and how this knowledge will evolve during <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

scenario(s). <strong>Knowledge</strong> assets (explicit and tacit) and knowledge flows should be mapped or<br />

simulated in order to improve player capabilities.<br />

Complexity and game c<strong>on</strong>trol: SG can provide very complex and perplexing informati<strong>on</strong>-rich<br />

envir<strong>on</strong>ment. It has to be taken into account that learners should c<strong>on</strong>fr<strong>on</strong>t with different facts,<br />

textual, visual and audio informati<strong>on</strong>, animati<strong>on</strong>s and task signals for limited time. As <str<strong>on</strong>g>the</str<strong>on</strong>g>re can be<br />

different kinds <str<strong>on</strong>g>of</str<strong>on</strong>g> players – with respect to age, game experience, mentality, cognitive skills – it<br />

will be advisable that SG provide opti<strong>on</strong>s for user c<strong>on</strong>trol, including speed, complexity (media<br />

channels) and difficulty (cognitive level) regulati<strong>on</strong>.<br />

Feedback: SG should improve learning and <str<strong>on</strong>g>the</str<strong>on</strong>g>refore improve visibility <str<strong>on</strong>g>of</str<strong>on</strong>g> player performance. SG<br />

can easily map player performance and compare it with general statistics. But, it is important that<br />

SG should highlight strengths and weaknesses <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> player’s performance, <str<strong>on</strong>g>the</str<strong>on</strong>g> players’<br />

knowledge gaps and his / her preferred knowledge functi<strong>on</strong>s.<br />

Technologies for SG c<strong>on</strong>tinue to develop and provide even more sophisticated functi<strong>on</strong>ality, extended<br />

dynamics and immersive effects. As it is highlighted in <str<strong>on</strong>g>the</str<strong>on</strong>g> report “Trend Universe 2012”, computer<br />

games are am<strong>on</strong>g <str<strong>on</strong>g>the</str<strong>on</strong>g> key 15 technology trends to be paid attenti<strong>on</strong> to for <str<strong>on</strong>g>the</str<strong>on</strong>g> next few years.<br />

Emerging or developing technologies include am<strong>on</strong>g o<str<strong>on</strong>g>the</str<strong>on</strong>g>r things <str<strong>on</strong>g>the</str<strong>on</strong>g> following types <str<strong>on</strong>g>of</str<strong>on</strong>g> games:<br />

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