Serious Games and Innovation Gains


Think Innovation through Games


Volume 9 - Innovation in Engineering and Technology SET by Dimitri Uzunidis

Serious Games and Innovation Gains

Edited by

Stéphane Goria, University of Lorraine, France.


ISBN : 9781836690146

Publication Date : May 2025

Hardcover 320 pp

165.00 USD

Co-publisher

Description


Over the past thirty years or so, serious games, gaming and playful activities have come to occupy an important place in organizations. While this phenomenon is an ancient one, the use of games for serious purposes has become widespread over the last two centuries, and their development has been exponential, stimulated by that of information technologies.

As a result, it has become necessary to understand the specificities of these games and play activities in order to innovate and create value within organizations. For this reason, this book aims to enlighten the reader on their variety, their specific features and what they can bring to an organization.

Serious Games and Innovation Gains first uncovers the history of these kinds of games and play, their main characteristics and what they can bring in terms of a vision of the future. Above all, this book explores how these games and forms of play can be implemented, especially in areas such as progressive development, education, agility support, academic research, as well as military thinking, cyber defense or knowledge base building contexts.

Contents


1. Serious Games: Human or Animal Invention? Julian Alvarez.
2. The Neurotechnological Future of Video Games: The Contribution of Science Fiction to Prospective Thinking on the Post-Metaverse, Thomas Michaud.
3. Ludopedagogy Told by a Sponge, Julian Alvarez.
4. Actual Plays: When the Tabletop Role-Playing Game Gains Media Coverage, Ugo Roux.
5. Tabletop Role-Playing as a Gamification of a Case Study in Management Control, Rémi Martin and Frédéric Favre-Félix.
6. Variety and Contribution of Agile Games to Organizational Innovation, Stéphane Goria.
7. Serious Games as a Provocative Research Method? Hélène Michel, Zeinab Sheet and Guy Parmentier.
8. Serious Games and Decision-Making in the Context of Hospital Cybersecurity, Natalia Zwarts and Niek Jan Van den Hout.
9. Wargames and Their Practices Within Military Organizations, Stéphane Goria.
10. A Tabletop Game Hijacked to Build Managerial Theories, Fabrice Caudron.
11. Educational Innovation Through FLOSS Serious Gaming, Philippe Lépinard and Julien Menier.
12. Digital Games to Build a Knowledge Base, Mathieu Lafourcade and Nathalie Le Brun.
13. Games as a Basis for Automatic Analogy Analysis, Mathieu Lafourcade, Nathalie Le Brun and Jérémie Roux.
14. Serious Games and Design Thinking: A Possible Combination? Julian Alvarez.

About the authors/editors


Stéphane Goria is Professor at the University of Lorraine, France. He is a member of the Mediation Research Center (Centre de recherche sur les médiations, Crem) and the Research Network on Innovation. His research focuses on information relevant for innovation and the use of games for serious purposes.