This conceptual chapter proposes an innovative way for organisations to engage new stakeholders through video games. This concept requires an explanation of the psychological mechanisms that permit an effective learning process through games and video games. In the educational field, simulation-based video games are effective learning tools because they motivate gamers-learners through an immersive virtual experience to improve themselves in competitive challenges. Shifting to the organi- sational dimension, video games can be used to upgrade primary stakeholders. An organisation is interested in establishing new relationships with new stakeholders and enhancing the relationships with existing stakeholders. Nowadays, stakeholders want to feel closer to organisations and prefer to establish relationships with those organisations which reflect their values and ethical principles. Thus, organisations must intercept these values and principles to engage existing and new stakeholders, and video games can contribute to helping the organisation achieve this goal.
Digital Game-Based Learning as a Tool for Intercepting Stakeholders' Tendencies / A. Fontanella (ADVANCES IN BUSINESS INFORMATION SYSTEMS AND ANALYTICS BOOK SERIES). - In: Game-Based Education Approaches to Inclusive Business Management / [a cura di] G. Modarelli, C. Rainero, S. Amelio. - [s.l] : IGI-Global, 2024 Oct 24. - ISBN 9798369311721. - pp. 129-164 [10.4018/979-8-3693-1172-1.ch005]
Digital Game-Based Learning as a Tool for Intercepting Stakeholders' Tendencies
A. Fontanella
2024
Abstract
This conceptual chapter proposes an innovative way for organisations to engage new stakeholders through video games. This concept requires an explanation of the psychological mechanisms that permit an effective learning process through games and video games. In the educational field, simulation-based video games are effective learning tools because they motivate gamers-learners through an immersive virtual experience to improve themselves in competitive challenges. Shifting to the organi- sational dimension, video games can be used to upgrade primary stakeholders. An organisation is interested in establishing new relationships with new stakeholders and enhancing the relationships with existing stakeholders. Nowadays, stakeholders want to feel closer to organisations and prefer to establish relationships with those organisations which reflect their values and ethical principles. Thus, organisations must intercept these values and principles to engage existing and new stakeholders, and video games can contribute to helping the organisation achieve this goal.| File | Dimensione | Formato | |
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