Serious games for managers: Creating cognitive, financial, technological, social, and emotional value in in-service training
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DOI: 10.1016/j.jbusres.2022.03.083
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References listed on IDEAS
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- Oihab Allal-Chérif & Marc Bidan & Mohamed Makhlouf, 2016. "Using serious games to manage knowledge and competencies: The seven-step development process," Information Systems Frontiers, Springer, vol. 18(6), pages 1153-1163, December.
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Cited by:
- Allal-Chérif, Oihab & Guaita-Martínez, José Manuel & Montesinos Sansaloni, Eduard, 2024. "Sustainable esports entrepreneurs in emerging countries: Audacity, resourcefulness, innovation, transmission, and resilience in adversity," Journal of Business Research, Elsevier, vol. 171(C).
- Humberto Marín-Vega & Giner Alor-Hernández & Maritza Bustos-López & Ignacio López-Martínez & Norma Leticia Hernández-Chaparro, 2023. "Extended Reality (XR) Engines for Developing Gamified Apps and Serious Games: A Scoping Review," Future Internet, MDPI, vol. 15(12), pages 1-20, November.
- João M. Lopes & Sofia Gomes & Ivo Rodrigues, 2024. "Playing the gamification and co-creation game: a bibliometric literature review," Management Review Quarterly, Springer, vol. 74(1), pages 353-376, February.
- Mónica Fernanda Aranibar & Yolanda Baez-Lopez & Jorge Limon-Romero & María Concepción Ramírez-Barón & Blanca Rosa García Rivera & Melina Ortega-Pérez Tejada & Jacqueline Hernández Bejarano, 2022. "The Impact of Social Benefits on Work Commitment and Organizational Socialization in the Manufacturing Industry," Sustainability, MDPI, vol. 14(17), pages 1-16, August.
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Keywords
Serious game; Knowledge acquisition; Cognition; Socialization; Emotion; In-service training;All these keywords.
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