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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 />

alternate reality games, augmented reality games, in-game advertising, micro-games, mobile games,<br />

multiplayer games, <strong>on</strong>line games, serious games and social games (TrendUniverse, 2011).<br />

It can be expected that so<strong>on</strong> companies or even individuals will be in <str<strong>on</strong>g>the</str<strong>on</strong>g> positi<strong>on</strong> to compose <str<strong>on</strong>g>the</str<strong>on</strong>g>ir<br />

own computer games based <strong>on</strong> <str<strong>on</strong>g>the</str<strong>on</strong>g>ir needs and preferences. This possibility can revitalize many <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

<str<strong>on</strong>g>the</str<strong>on</strong>g> KM processes and functi<strong>on</strong>s in <str<strong>on</strong>g>the</str<strong>on</strong>g> companies, and improve some substantial KM activities.<br />

5. C<strong>on</strong>clusi<strong>on</strong>s<br />

SG provide complex platform and media to improve some <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> main KM practices. The present<br />

research has pointed out some <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> possible c<strong>on</strong>tributi<strong>on</strong>s <str<strong>on</strong>g>of</str<strong>on</strong>g> SG to KM. The fur<str<strong>on</strong>g>the</str<strong>on</strong>g>r work has to<br />

extend <str<strong>on</strong>g>the</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g>oretical framework and develop real case studies and evidences for successful SG<br />

applicati<strong>on</strong>s. Nowadays SG are still in <str<strong>on</strong>g>the</str<strong>on</strong>g>ir infancy and are far behind commercial casual games.<br />

Therefore, organizati<strong>on</strong>s do not need to focus <strong>on</strong> classificati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> games, but <str<strong>on</strong>g>the</str<strong>on</strong>g>y can look at how<br />

different games elements (casual or serious) can improve <str<strong>on</strong>g>the</str<strong>on</strong>g>ir KM processes. Firstly, <str<strong>on</strong>g>the</str<strong>on</strong>g>re should be<br />

investigati<strong>on</strong>s to find out whe<str<strong>on</strong>g>the</str<strong>on</strong>g>r target groups (employees, clients) have preferences for specific<br />

computer games. Sec<strong>on</strong>dly, analyses can be performed regarding various aspects <str<strong>on</strong>g>of</str<strong>on</strong>g> popular games<br />

to find out <str<strong>on</strong>g>the</str<strong>on</strong>g>ir (popular games) impact <strong>on</strong> KM processes – <strong>on</strong> individual and organizati<strong>on</strong>al level.<br />

These analyses can become <str<strong>on</strong>g>the</str<strong>on</strong>g> first major step to organizati<strong>on</strong>al game-based KM strategy.<br />

Traditi<strong>on</strong>al methodologies <str<strong>on</strong>g>of</str<strong>on</strong>g> learning and working evolve, partially forced by technology advancement<br />

and increased demand for knowledge (expertise). Game-based learning is a part <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> human<br />

nature, and it provides many benefits with respect to knowledge acquisiti<strong>on</strong> and skills building.<br />

Therefore, exploring (serious) games in organizati<strong>on</strong>al c<strong>on</strong>texts can improve many <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> KM<br />

processes that an organizati<strong>on</strong> has and its efficiency in task performance.<br />

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