Use of video games in industry and education
DOI:
https://doi.org/10.26439/ing.ind2022.n42.5866Keywords:
videogames, serious gaming, gamification, interactive educationAbstract
Video games are digital products used in different contexts, not necessarily in those of play, because they have characteristics that allow the improvement of many of the videogamers’ skills. This article reviews the trends in the use of video games in industrial and in educational contexts. It also presents some definitions of necessary concepts that will provide us with a better understanding of these digital products. It concludes that video games are important tools due to their ability to generate motivation and engagement, so their application in contexts other than entertainment would be beneficial.
Downloads
References
Arthur W., Jr., Day, E. A., McNelly, T. L., & Edens, P. S. (2006). A meta-analysis of the criterion-related validity of assessment center dimensions. Personnel Psychology, 56(1), 125-154. https://doi.org/10.1111/j.1744-6570.2003.tb00146.x
Boyle, E., Connolly, T. M., & Hainey, T. (2011). The role of psychology in understanding the impact of computer games. Entertainment Computing, 2(2), 69-74. https://doi.org/10.1016/j.entcom.2010.12.002
Bresnen, M., & Marshall, N. (2000). Motivation, commitment and the use of incentives in partnerships and alliances. Construction Management and Economics, 18(5), 587-598. https://doi.org/10.1080/014461900407392
Calderón, A., & Ruiz, M. (2015). A systematic literature review on serious games evaluation: An application to software project management. Computers & Education, 87, 396-422. https://doi.org/10.1016/j.compedu.2015.07.011
Cerny, V., & Dechterenko, F. (2015). Rogue-like games as a playground for artificial intelligence – Evolutionary approach. En K. Chorianopoulos, M. Divitini, J. Baalsrud Hauge, L. Jaccheri, R. Malaka (Eds.), Entertainment Computing - ICEC 2015. 9353 (pp. 261-271), Springer. https://doi.org/10.1007/978-3-319-24589-8
Cheng, M.-T., Lin, Y.-W., She, H.-C., & Kuo, P.-C. (2017). Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning. British Journal of Educational Technology, 48(2), 246-263. https://doi.org/10.1111/bjet.12386
CodeCombat. (2021). CodeCombat: Learn to code through the power of play. https://codecombat.com/
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, 9-15 de septiembre). From game design elements to gamefulness: Defining “gamification” [Conferencia]. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011. https://doi.org/10.1145/2181037.2181040
Esposito, N. (2005). A short and simple definition of what a videogame is. DiGRA ‘05 - Proceedings of the 2005 DiGRA International Conference: Changing Views - Worlds in Play.
Ferguson, C. J. (2007). The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309-316. https://doi.org/10.1007/s11126-007-9056-9
Fetzer M. (2015). Serious games for talent selection and development. The Industrial-Organizational Psychologist, 52(3), 117-125.
Firaxis Games. (2016). Sid Meier’s Civilization VI [Videojuego]. 2K Games. https://www.civilization.com
Hunicke, R. LeBlanc, M., & Zubek R. (2004). MDA: A formal approach to game design and game research. AAAI Workshop - Technical Report 1.
Juul, J. (2005). Half-Real: Video games between real rules and fictional worlds. The MIT Press.
Kato, P. M., & de Klerk, S. (2017). Serious games for assessment: Welcome to the jungle. Journal of Applied Testing Technology, 18(1),1-6.
Khorram, F., Taromirad, M., & Ramsin, R. (2021). SeGa4Biz: Model-Driven framework for developing serious games for business processes. Proceedings of the 9th International Conference on Model-Driven Engineering and Software Development - MODELSWARD, 139-146. https://doi.org/10.5220/0010198801390146
Klijn, E.-H., Edelenbos, J., & Steijn, B. (2010). Trust in governance networks: Its impacts on outcomes. Administration & Society, 42(2), 193-221. https://doi.org/10.1177/0095399710362716
Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward.
Lorenci, M. (2013, 19 de agosto). Hallan en Turquía el juego de mesa más antiguo de la humanidad. La Voz de Galicia. https://www.lavozdegalicia.es/noticia/cultura/2013/08/19/hallan-turquia-juego-mesa-antiguo-humanidad/00031376931663307464333.htm
Loria, D. (2020, 11 de marzo). MPA: 2019 Global Box Office and Home Entertainment Surpasses $100 Billion. Boxoffice. https://www.boxofficepro.com/mpa-2019-global-box-office-and-home-entertainment-surpasses-100-billion/
Meijer, S. A., Mayer, I. S., van Luipen, J., & Weitenberg, N. (2012). Gaming rail cargo management: exploring and validating alternative modes of organization. Simulation & Gaming, 43(1), 85-101. https://doi.org/10.1177/1046878110382161
MPA: 2019 Global Box Office and Home Entertainment Surpasses $100 Billion. (2020, 19 de marzo). Boxoffice. https://www.boxofficepro.com/mpa-2019-global-box-office-and-home-entertainment-surpasses-100-billion/
Ramírez C. José Luis. (2020). Gamificación: Mecánicas de juegos en tu vida personal Y profesional. Sclibro, Servicio Comercial del Libro.
Salen, K. S., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. The MIT Press.
Scharpff, J., Schraven, D., Volker, L., Spaan, M. T. J., & de Weerdt, M. M. (2021). Can multiple contractors self-regulate their joint service delivery? A serious gaming experiment on road maintenance planning. Construction Management and Economics, 39(2), 99-116. https://doi.org/10.1080/01446193.2020.1806336
Shute, V. J., Wang, L., Greiff, S., Zhao, W., & Moore, G. (2016). Measuring problem solving skills via stealth assessment in an engaging video game. Computers in Human Behavior, 63, 106-117. http://dx.doi.org/10.1016/j.chb.2016.05.047
Simons, A., Wohlgenannt, I., Weinmann, M., & Fleischer, S. (2020). Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization. Review of Managerial Science, 15, 957-990. https://doi.org/10.1007/s11846-020-00378-0
Somervill, B. A. (2009). Empire of the Incas. Chelsea House Pub.
South, T. (2018, 16 de marzo). Marines can use these goggles to turn parking lots into firing ranges. Marine Corps Times. https://www.marinecorpstimes.com/news/your-marine-corps/2018/03/16/marines-can-use-these-goggles-to-turn-parking-lots-into-firing-ranges/
Snow, S. (2019, 6 de noviembre). The Corps authorized Marines to play a special version of Doom in the late 90s to help train for combat. Marine Corps Times. https://www.marinecorpstimes.com/news/your-marine-corps/2019/11/06/the-corps-authorized-marines-to-play-a-special-version-of-doom-in-the-late-90s-to-help-train-for-combat/
Statista. (2021a, 29 de enero). COVID-19: global video game sales increase as of March 2020. https://www.statista.com/statistics/1109977/video-game-sales-covid/
Statista. (2021b, 29 de enero). Gaming market value worldwide 2012-2023.
Statista. (2021c, 23 de noviembre). Video gaming market size worldwide 2020-2025. https://www.statista.com/statistics/292056/video-game-market-value-worldwide/
Streicher, A., & Smeddinck, J. D. (2016). Personalized and adaptive serious games. En R. Dörner, S. Göbel, M. Kickmeier-Rust, M. Masuch, K. & Zweig (Eds.), Entertainment Computing and Serious Games. Lecture Notes in Computer Science (Vol. 9970, pp. 332-377), Springer. https://doi.org/10.1007/978-3-319-46152-6_14
Van Bueren, E. M., Klijn, E.-H., & Koppenjan, J. F. (2003). Dealing with wicked problems in networks: Analyzing an environmental debate from a network perspective. Journal of Public Administration Research and Theory, 13(2), 193-212.
Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 2019(3). https://doi.org/10.1155/2019/4797032
Zimmerman E. (2003). Rules of play: game design fundamentals. The MIT Press.







