Serious games and innovation gains : think innovation through games /
| Other Authors: | |
|---|---|
| Format: | eBook |
| Language: | English |
| Published: |
London, UK : Hoboken, NJ :
ISTE Ltd ; John Wiley & Sons, Inc.,
2025.
|
| Series: | Innovation, entrepreneurship, management series. Innovation in engineering and technology set ;
v. 9. |
| Subjects: | |
| Online Access: | Connect to the full text of this electronic book |
Table of 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.