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Serious games for business training?

In business training, ‘serious games’ are recognized as tools that will change business processes and dominate the professional skill development area. There is an increasing interest on serious games and the aspect of ‘gamification’ in internal training and professional/ business education (Meister, 2012). According to Derryberry (2007, cited in Ulishak and Wright, 2010, p.44) games in commerce are used to ‘recruit staff, improve communication between managers and their far-flung staff, and train employees of all levels’. Serious games are also used for initial skill building and training.

The big asset of this type of games is the realistic environment that they provide and the authentic content to which they expose users. Games help contain the cost of training as their deployment introduces lower requirements for trainers, no need for training space, and no need for timetabling and other training facilities (Ulishak and Wright, 2010).


Can you give us some examples?


SimVentrue

SimVenture is a serious game that offers users the opportunity to establish and to operate their own virtual company. Through this immersive virtual experience users develop business, entrepreneurship, decision making, and employability skills. Click for more details>>


Corporate Training Markets

Corporate Training Markets is another example that targets auditor trainees. This virtual training tool focuses on financial analysis and risk management and exposes users to tasks that auditors usually carry out; this includes interviews with key bank personnel, identification and control of risks, examination of bank records, and more.

Click for more details>>


Empathy map

‘Empathy map’ is not a 3D virtual game but an interactive online game that can be applied in any company. In the context of the game the user interacts with stakeholders, in other words virtual characters, who are important to the company. Stakeholders’ needs, requirements, and perspectives must be taken carefully into account for improving the company’s services and products. Click for more details>>




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References

Meister, J.C. and Willyerd, K. (2010) The 2020 workplace: How innovative companies attract, develop, and keep tomorrow’s employees today. New York: HarperCollins Publishers

Ulicsak, M. and Wright, M. (2010). ‘Games in education: Serious Games’. Available online [1]

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