Serious games and innovation gains : think innovation through games / edited by Stéphane Goria.
2025
HD30.26 .S47 2025
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Title
Serious games and innovation gains : think innovation through games / edited by Stéphane Goria.
ISBN
9781394372591 electronic book
1394372590 electronic book
9781394372577 electronic book
1394372574 electronic book
9781836690146 hardcover
1836690142 hardcover
1394372590 electronic book
9781394372577 electronic book
1394372574 electronic book
9781836690146 hardcover
1836690142 hardcover
Published
London, UK : ISTE Ltd ; Hoboken, NJ : John Wiley & Sons, Inc., 2025.
Copyright
©2025
Language
English
Description
1 online resource.
Other Standard Identifiers
10.1002/9781394372591 doi
Call Number
HD30.26 .S47 2025
System Control No.
(OCoLC)1517389126
Formatted Contents Note
Introduction. A Brief History and Variety of Games for Serious Purposes xiii Stéphane GORIA
Chapter 1. Serious Games: Human or Animal Invention? 1 Julian ALVAREZ
1.1. Introduction
1.2. Biological approaches to play
1.3. Inter-species play frameworks
1.4. Serious Play in nonhuman animals?
1.5. Concluding discussion
1.6. References
Chapter 2. The Neurotechnological Future of Video Games: The Contribution of Science Fiction to Prospective Thinking on the Post-Metaverse 17 Thomas MICHAUD
2.1. Free Guy and the revolt of an artificial life in a video game
2.2. Artificial life and video games
2.3. The Frankenstein complex and fear of artificial intelligence
2.4. Ultimate Game and video games by nanoneurotechnologies
2.5. A telepathic video game in the Black Mirror series
2.6. Neuralink, a pioneer in neurotechnology
2.7. Neuroethics, video games and science fiction
2.8. Conclusion
2.9. References
Chapter 3. Ludopedagogy Told by a Sponge 35 Julian ALVAREZ
3.1. Introduction
3.2. Ludicization or when the sponge becomes a game
3.3. Sponge toy and playing with the sponge
3.4. The sponge goes from toy to game with rules
3.5. A sponge, a game and a utilitarian aim: several possibilities
3.6. The sponge, two sides for serious play
3.7. Gamified sponge
3.8. When the sponge absorbs the commercial license
3.9. Conclusion
3.10. References
Chapter 4. Actual Plays: When the Tabletop Role-Playing Game Gains Media Coverage 51 Ugo ROUX
4.1. Introduction
4.2. Materials and methods
4.3. "Spectating" role-playing
4.4. Conclusion
4.5. References
Chapter 5. Tabletop Role-Playing as a Gamification of a Case Study in Management Control 71 Rémi MARTIN and Frédéric FAVRE-FÉLIX
5.1. Pedagogical issues
5.2. Description and application methodology
5.3. The benefits of edutainment practices
5.4. Synthesis and assessment of classroom feedback
5.5. Conclusion
5.6. References
Chapter 6. Variety and Contribution of Agile Games to Organizational Innovation 85 Stéphane GORIA
6.1. Introduction
6.2. Agility and agile methods
6.3. Serious games and agile games
6.4. The agile games package
6.5. Description of the most frequent games
6.6. Conclusion
6.7. References
Chapter 7. Serious Games as a Provocative Research Method? 105 Hélène MICHEL, Zeinab SHEET and Guy PARMENTIER
7.1. Play as a research laboratory
7.2. Case study of play as a provocative method: putting participants in a situation of failure to assess their creativity
7.3. Discussion: mobilizing play as a provocative research method
7.4. Conclusion: the researcher as agent provocateur?
7.5. References
Chapter 8. Serious Games and Decision-Making in the Context of Hospital Cybersecurity 127 Natalia ZWARTS and Niek Jan VAN DEN HOUT
8.1. Introduction
8.2. Introduction to cybersecurity challenges for hospital management
8.3. Introduction to hospital specific cybersecurity risks
8.4. Serious games for cybersecurity
8.5. Microgames methodology
8.6. Results
8.7. Conclusions
8.8. Limitations
8.9. Discussion
8.10. References
Chapter 9. Wargames and Their Practices Within Military Organizations 149 Stéphane GORIA
9.1. Wargaming and wargames
9.2. History and main features of the wargame
9.3. Wargames and computing
9.4. The ongoing search for balance
9.5. References
Chapter 10. A Tabletop Game Hijacked to Build Managerial Theories 169 Fabrice CAUDRON
10.1. Introduction
10.2. Game-based training for young cooperative training managers
10.3. The method: play first, theorize later
10.4. Benefits of the pedagogical system
10.5. Conclusion
10.6. References
Chapter 11. Educational Innovation Through FLOSS Serious Gaming 187 Philippe LÉPINARD and Julien MENIER
11.1. Introduction
11.2. Serious gaming
11.3. Pedagogical uses of Minetest/Luanti
11.4. Results and discussion
11.5. Conclusion
11.6. References
Chapter 12. Digital Games to Build a Knowledge Base 205 Mathieu LAFOURCADE and Nathalie LE BRUN
12.1. Introduction
12.2. Games to build lexico-semantic resources
12.3. The challenge is to attract players and ensure data quality
12.4. The JeuxDeMots project: acquisition and consolidation
12.5. The resource obtained and the playful ways in which it is built up
12.6. Conclusion
12.7. References
Chapter 13. Games as a Basis for Automatic Analogy Analysis 233 Mathieu LAFOURCADE, Nathalie LE BRUN and Jérémie ROUX
13.1. Introduction
13.2. Analogical square
13.3. JeuxDeMots and Analogia
13.4. Intersector
13.5. Conclusion
13.6. Appendix: some representative analogies
13.7. References
Chapter 14. Serious Games and Design Thinking: A Possible Combination? 259 Julian ALVAREZ
14.1. Introduction
14.2. Flee the Skip
14.3. Onion Soup
14.4. Conclusion
14.5. References
List of Authors
Index.
Chapter 1. Serious Games: Human or Animal Invention? 1 Julian ALVAREZ
1.1. Introduction
1.2. Biological approaches to play
1.3. Inter-species play frameworks
1.4. Serious Play in nonhuman animals?
1.5. Concluding discussion
1.6. References
Chapter 2. The Neurotechnological Future of Video Games: The Contribution of Science Fiction to Prospective Thinking on the Post-Metaverse 17 Thomas MICHAUD
2.1. Free Guy and the revolt of an artificial life in a video game
2.2. Artificial life and video games
2.3. The Frankenstein complex and fear of artificial intelligence
2.4. Ultimate Game and video games by nanoneurotechnologies
2.5. A telepathic video game in the Black Mirror series
2.6. Neuralink, a pioneer in neurotechnology
2.7. Neuroethics, video games and science fiction
2.8. Conclusion
2.9. References
Chapter 3. Ludopedagogy Told by a Sponge 35 Julian ALVAREZ
3.1. Introduction
3.2. Ludicization or when the sponge becomes a game
3.3. Sponge toy and playing with the sponge
3.4. The sponge goes from toy to game with rules
3.5. A sponge, a game and a utilitarian aim: several possibilities
3.6. The sponge, two sides for serious play
3.7. Gamified sponge
3.8. When the sponge absorbs the commercial license
3.9. Conclusion
3.10. References
Chapter 4. Actual Plays: When the Tabletop Role-Playing Game Gains Media Coverage 51 Ugo ROUX
4.1. Introduction
4.2. Materials and methods
4.3. "Spectating" role-playing
4.4. Conclusion
4.5. References
Chapter 5. Tabletop Role-Playing as a Gamification of a Case Study in Management Control 71 Rémi MARTIN and Frédéric FAVRE-FÉLIX
5.1. Pedagogical issues
5.2. Description and application methodology
5.3. The benefits of edutainment practices
5.4. Synthesis and assessment of classroom feedback
5.5. Conclusion
5.6. References
Chapter 6. Variety and Contribution of Agile Games to Organizational Innovation 85 Stéphane GORIA
6.1. Introduction
6.2. Agility and agile methods
6.3. Serious games and agile games
6.4. The agile games package
6.5. Description of the most frequent games
6.6. Conclusion
6.7. References
Chapter 7. Serious Games as a Provocative Research Method? 105 Hélène MICHEL, Zeinab SHEET and Guy PARMENTIER
7.1. Play as a research laboratory
7.2. Case study of play as a provocative method: putting participants in a situation of failure to assess their creativity
7.3. Discussion: mobilizing play as a provocative research method
7.4. Conclusion: the researcher as agent provocateur?
7.5. References
Chapter 8. Serious Games and Decision-Making in the Context of Hospital Cybersecurity 127 Natalia ZWARTS and Niek Jan VAN DEN HOUT
8.1. Introduction
8.2. Introduction to cybersecurity challenges for hospital management
8.3. Introduction to hospital specific cybersecurity risks
8.4. Serious games for cybersecurity
8.5. Microgames methodology
8.6. Results
8.7. Conclusions
8.8. Limitations
8.9. Discussion
8.10. References
Chapter 9. Wargames and Their Practices Within Military Organizations 149 Stéphane GORIA
9.1. Wargaming and wargames
9.2. History and main features of the wargame
9.3. Wargames and computing
9.4. The ongoing search for balance
9.5. References
Chapter 10. A Tabletop Game Hijacked to Build Managerial Theories 169 Fabrice CAUDRON
10.1. Introduction
10.2. Game-based training for young cooperative training managers
10.3. The method: play first, theorize later
10.4. Benefits of the pedagogical system
10.5. Conclusion
10.6. References
Chapter 11. Educational Innovation Through FLOSS Serious Gaming 187 Philippe LÉPINARD and Julien MENIER
11.1. Introduction
11.2. Serious gaming
11.3. Pedagogical uses of Minetest/Luanti
11.4. Results and discussion
11.5. Conclusion
11.6. References
Chapter 12. Digital Games to Build a Knowledge Base 205 Mathieu LAFOURCADE and Nathalie LE BRUN
12.1. Introduction
12.2. Games to build lexico-semantic resources
12.3. The challenge is to attract players and ensure data quality
12.4. The JeuxDeMots project: acquisition and consolidation
12.5. The resource obtained and the playful ways in which it is built up
12.6. Conclusion
12.7. References
Chapter 13. Games as a Basis for Automatic Analogy Analysis 233 Mathieu LAFOURCADE, Nathalie LE BRUN and Jérémie ROUX
13.1. Introduction
13.2. Analogical square
13.3. JeuxDeMots and Analogia
13.4. Intersector
13.5. Conclusion
13.6. Appendix: some representative analogies
13.7. References
Chapter 14. Serious Games and Design Thinking: A Possible Combination? 259 Julian ALVAREZ
14.1. Introduction
14.2. Flee the Skip
14.3. Onion Soup
14.4. Conclusion
14.5. References
List of Authors
Index.
Source of Description
Description based on online resource; title from digital title page (viewed on May 13, 2025).
Added Author
Series
Innovation, entrepreneurship, management series. Innovation in engineering and technology set ; v. 9.
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