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The Impact of collective Pre-game Organization in the perceived Experience of Digital Management Simulations in Higher Education

Author

Listed:
  • Pascal Brassier

    (CleRMa - Clermont Recherche Management - ESC Clermont-Ferrand - École Supérieure de Commerce (ESC) - Clermont-Ferrand - UCA - Université Clermont Auvergne)

  • Véronique Favre-Bonté

    (IREGE - Institut de Recherche en Gestion et en Economie - USMB [Université de Savoie] [Université de Chambéry] - Université Savoie Mont Blanc)

  • Patrick Ralet

    (CleRMa - Clermont Recherche Management - ESC Clermont-Ferrand - École Supérieure de Commerce (ESC) - Clermont-Ferrand - UCA [2017-2020] - Université Clermont Auvergne [2017-2020])

Abstract

No abstract is available for this item.

Suggested Citation

  • Pascal Brassier & Véronique Favre-Bonté & Patrick Ralet, 2024. "The Impact of collective Pre-game Organization in the perceived Experience of Digital Management Simulations in Higher Education," Post-Print hal-04629068, HAL.
  • Handle: RePEc:hal:journl:hal-04629068
    Note: View the original document on HAL open archive server: https://uca.hal.science/hal-04629068
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    References listed on IDEAS

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    1. Xi, Nannan & Hamari, Juho, 2019. "Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction," International Journal of Information Management, Elsevier, vol. 46(C), pages 210-221.
    2. Allal-Chérif, Oihab & Makhlouf, Mohamed, 2016. "Using serious games to manage knowledge: The SECI model perspective," Journal of Business Research, Elsevier, vol. 69(5), pages 1539-1543.
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