Serious games and innovation gains : think innovation through games /

Bibliographic Details
Other Authors: Goria, Stéphane (Editor)
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.