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
Note: View the original document on HAL open archive server: https://hal.science/hal-03638060
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References listed on IDEAS
- Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
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- 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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