Cover image for Serious games and innovation gains : think innovation through games
Title:
Serious games and innovation gains : think innovation through games
Author:
Goria, Stéphane, editor.
ISBN:
9781394372591

9781394372577
Physical Description:
1 online resource.
Series:
Innovation, entrepreneurship, management series. Innovation in engineering and technology set ; volume 9

Innovation, entrepreneurship, management series. Innovation in engineering and technology set ; v. 9.
Contents:
Introduction. A Brief History and Variety of Games for Serious Purposes xiii Stéphane GORIA -- Chapter 1. Serious Games: Human or Animal Invention? 1 Julian ALVAREZ -- 1.1. Introduction -- 1.2. Biological approaches to play -- 1.3. Inter-species play frameworks -- 1.4. Serious Play in nonhuman animals? -- 1.5. Concluding discussion -- 1.6. References -- Chapter 2. The Neurotechnological Future of Video Games: The Contribution of Science Fiction to Prospective Thinking on the Post-Metaverse 17 Thomas MICHAUD -- 2.1. Free Guy and the revolt of an artificial life in a video game -- 2.2. Artificial life and video games -- 2.3. The Frankenstein complex and fear of artificial intelligence -- 2.4. Ultimate Game and video games by nanoneurotechnologies -- 2.5. A telepathic video game in the Black Mirror series -- 2.6. Neuralink, a pioneer in neurotechnology -- 2.7. Neuroethics, video games and science fiction -- 2.8. Conclusion -- 2.9. References -- Chapter 3. Ludopedagogy Told by a Sponge 35 Julian ALVAREZ -- 3.1. Introduction -- 3.2. Ludicization or when the sponge becomes a game -- 3.3. Sponge toy and playing with the sponge -- 3.4. The sponge goes from toy to game with rules -- 3.5. A sponge, a game and a utilitarian aim: several possibilities -- 3.6. The sponge, two sides for serious play -- 3.7. Gamified sponge -- 3.8. When the sponge absorbs the commercial license -- 3.9. Conclusion -- 3.10. References -- Chapter 4. Actual Plays: When the Tabletop Role-Playing Game Gains Media Coverage 51 Ugo ROUX -- 4.1. Introduction -- 4.2. Materials and methods -- 4.3. "Spectating" role-playing -- 4.4. Conclusion -- 4.5. References -- Chapter 5. Tabletop Role-Playing as a Gamification of a Case Study in Management Control 71 Rémi MARTIN and Frédéric FAVRE-FÉLIX -- 5.1. Pedagogical issues -- 5.2. Description and application methodology -- 5.3. The benefits of edutainment practices -- 5.4. Synthesis and assessment of classroom feedback -- 5.5. Conclusion -- 5.6. References -- Chapter 6. Variety and Contribution of Agile Games to Organizational Innovation 85 Stéphane GORIA -- 6.1. Introduction -- 6.2. Agility and agile methods -- 6.3. Serious games and agile games -- 6.4. The agile games package -- 6.5. Description of the most frequent games -- 6.6. Conclusion -- 6.7. References -- Chapter 7. Serious Games as a Provocative Research Method? 105 Hélène MICHEL, Zeinab SHEET and Guy PARMENTIER -- 7.1. Play as a research laboratory -- 7.2. Case study of play as a provocative method: putting participants in a situation of failure to assess their creativity -- 7.3. Discussion: mobilizing play as a provocative research method -- 7.4. Conclusion: the researcher as agent provocateur? -- 7.5. References -- Chapter 8. Serious Games and Decision-Making in the Context of Hospital Cybersecurity 127 Natalia ZWARTS and Niek Jan VAN DEN HOUT -- 8.1. Introduction -- 8.2. Introduction to cybersecurity challenges for hospital management -- 8.3. Introduction to hospital specific cybersecurity risks -- 8.4. Serious games for cybersecurity -- 8.5. Microgames methodology -- 8.6. Results -- 8.7. Conclusions -- 8.8. Limitations -- 8.9. Discussion -- 8.10. References -- Chapter 9. Wargames and Their Practices Within Military Organizations 149 Stéphane GORIA -- 9.1. Wargaming and wargames -- 9.2. History and main features of the wargame -- 9.3. Wargames and computing -- 9.4. The ongoing search for balance -- 9.5. References -- Chapter 10. A Tabletop Game Hijacked to Build Managerial Theories 169 Fabrice CAUDRON -- 10.1. Introduction -- 10.2. Game-based training for young cooperative training managers -- 10.3. The method: play first, theorize later -- 10.4. Benefits of the pedagogical system -- 10.5. Conclusion -- 10.6. References -- Chapter 11. Educational Innovation Through FLOSS Serious Gaming 187 Philippe LÉPINARD and Julien MENIER -- 11.1. Introduction -- 11.2. Serious gaming -- 11.3. Pedagogical uses of Minetest/Luanti -- 11.4. Results and discussion -- 11.5. Conclusion -- 11.6. References -- Chapter 12. Digital Games to Build a Knowledge Base 205 Mathieu LAFOURCADE and Nathalie LE BRUN -- 12.1. Introduction -- 12.2. Games to build lexico-semantic resources -- 12.3. The challenge is to attract players and ensure data quality -- 12.4. The JeuxDeMots project: acquisition and consolidation -- 12.5. The resource obtained and the playful ways in which it is built up -- 12.6. Conclusion -- 12.7. References -- Chapter 13. Games as a Basis for Automatic Analogy Analysis 233 Mathieu LAFOURCADE, Nathalie LE BRUN and Jérémie ROUX -- 13.1. Introduction -- 13.2. Analogical square -- 13.3. JeuxDeMots and Analogia -- 13.4. Intersector -- 13.5. Conclusion -- 13.6. Appendix: some representative analogies -- 13.7. References -- Chapter 14. Serious Games and Design Thinking: A Possible Combination? 259 Julian ALVAREZ -- 14.1. Introduction -- 14.2. Flee the Skip -- 14.3. Onion Soup -- 14.4. Conclusion -- 14.5. References -- List of Authors -- Index.
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John Wiley and Sons
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