A Systematic Mapping of the Literature on the Application of Digital Games in the Training of Organizational Processes

Authors

  • Tatiane Neves Lopes Universidade de São Paulo (USP)
  • Renata Araujo Universidade Presbiteriana Mackenzie (UPM)

DOI:

https://doi.org/10.5753/isys.2021.1092

Keywords:

Serious digital games, Business processes, Organizational processes, Organizational process training, Systematic literature mapping

Abstract

This paper analyzes the state of the art in the use of games in organizational process training. A systematic literature mapping was conducted and guided by five research questions - (1) if games have been used for organizational training and (2) process training; (3) what kind of games have being used and (4) how they were designed; and (5) what was the impact of using games in process training. From 295 documents found, 21 articles were selected for further reading. Analysis of these studies show that the use of games for organizational process training is still little explored. In addition, the works analyzed describe in a superficial way the design and construction of these games, as well as exploring their impacts in a limited way.

Downloads

Download data is not yet available.

References

Abt, C. (1970). Serious games e viking press. New York City, New York, USA, 1st edition.

Aguilar-Saven, R. S. (2004). Business process modelling: Review and framework. International Journal of production economics, 90(2):129–149.

Albayrak, M. S.,Ôner, A., Atakli, I. M., and Ekenel, H. K. (2019). Personalized trai-ning in fast-food restaurants using augmented reality glasses. In 2019 International Symposium on Educational Technology (ISET), pages 129–133. IEEE.

Almeida Falbo, R. (2018). Mapeamento sistemático.https://www.inf.ufes.br/falbo/files/MP/TP/SobreMS.pdf.

Alves, E. (2013). Jogos sérios para ensino de engenharia de software. FEUP-Faculdadede Engenharia Universidade do Porto. Porto, page 60.

Araujo, R., Maciel, R., and Boscarioli, C. (2017). I grandsi-br: Grandes desafios de pes-quisa em sistemas de informação no Brasil (2016-2026). Relatório Técnico. Comissão Especial de Sistemas de Informação (CE-SI) da Sociedade Brasileira de Computação (SBC). 67p.

Arouca, F. A. B. (2006). Contribuicão do sistema de aprendizagem e-learning para o treinamento empresarial: um caso na indústria de bens de consumo. Master's thesis, Escola de Engenharia de São Carlos, Universidade de São Paulo, São Carlos, São Paulo.

Battaiola, A. L. (2000). Jogos por computador–histórico, relevância tecnológica e mercadológica, tendências e técnicas de implementacão. Anais da XIX Jornada de Atualizacão em Informática, SBC, 2:83–122.

Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus,M., Ribeiro, C., and Pereira, J. (2016). An update to the systematic literature reviewof empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94:178–192.

Brocke, Jan, V. and Rosemann, M. (2013). Manual de BPM: gestão de processos denegócio. Bookman.

Bulander, R. (2010). A conceptual framework of serious games for higher education: Conceptual framework of the game innov to train students in business process modelling. In 2010 International Conference on e-Business (ICE-B), pages 1–6. IEEE.

Classe, T, M. (2019). Play Your Process - Um Método de Design de Jogos Digitais Baseados em Modelos de Processos de Negócio. PhD thesis, Universidade Federal do Estado do Rio de Janeiro, Rio de Janeiro.

Classe, T. M., De Araujo, R. M., Xexéo, G. B., and Siqueira, S. (2019). The play your process method for business process-based digital game design. International Journal of Serious Games, 6(1):27–48.

Corti, K. (2006). Games-based learning; a serious business application. Informe de Pixel Learning, 34(6):1–20.

Crawford, C. (1982). The art of digital game design. Washington State University, Vancouver.

Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elementsto gamefulness: defining "gamification". In Proceedings of the 15th international academic Mind Trek conference: Envisioning future media environments, pages 9–15.

Dumas, M., La Rosa, M., Mendling, J., and Reijers, H. A. (2018). Fundamentals of Business Process Management. Springer, 2nd edition.

Huizinga, J. (2014). Homo ludens ils 86 (vol. 3). Oxon: Routledge.

Jalali, S. and Wohlin, C. (2012). Systematic literature studies: database searches vs backward snowballing. In Proceedings of the 2012 ACM-IEEE international sympo-sium on empirical software engineering and measurement, pages 29–38. IEEE.

Kapustina, L. and Martynova, I. (2020). Training employees in the digital economy withthe use of video games. In Digital Transformation of the Economy: Challenges, Trendsand New Opportunities, pages 444–454. Springer.

Kitchenham, B. and Charters, S. (2007). Guidelines for performing systematic literaturereviews in software engineering.

Kutun, B. and Schmidt, W. (2018a). Gamified learning: Knowledge acquisition with arallye. In European Conference on Games Based Learning, pages 887–XIX. Academic Conferences International Limited.

Kutun, B. and Schmidt, W. (2018b). Rallye game: Learning by playing with racingcars. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pages 1–2. IEEE.

Lacerda, E. R. M. and Abbad, G. (2003). Impacto do treinamento no trabalho: investigando variáveis motivacionais e organizacionais como suas preditoras. Revista de Administração contemporânea, 7(4):77–96.

Lainema, T. (2001). Enhancing participant business process perception through businessgaming. In Proceedings of the 34th Annual Hawaii International Conference on System Sciences, pages 10–pp. IEEE.

Lainema, T. and Makkonen, P. (2003). Applying constructivist approach to educationalbusiness games: Case realgame. Simulation & gaming, 34(1):131–149.

Leitão, T. M., Navarro, L. L. L., Cameira, R. F., and Silva, E. R. (2021). Serious games in business process management: a systematic literature review. Business Process Management Journal, 27(3):685–721.

Limantara, N., Jingga, F., and Surja, S. (2019). The evaluation of business process simulation software from user experience perspective using the user experience questionnaire. In 2019 International Conference on Information Management and Technology(ICIMTech), volume 1, pages 261–265. IEEE.

Lucchese, F. and Ribeiro, B. (2009). Conceituação de jogos digitais. São Paulo.

Lôffler, A., Jacoby, D., Faizan, N., Utesch, M., Kienegger, H., and Krcmar, H. (2019).Teaching methods for simulation games: The example of learning business process change. In 2019 IEEE Global Engineering Education Conference (EDUCON), pages 1336–1344.

Maciuszek, D., Weicht, M., and Martens, A. (2012). Seamless integration of game and learning using modeling and simulation. In Proceedings of the 2012 Winter Simulation Conference (WSC), pages 1–10. IEEE.

Martin, B. O., Kolomitro, K., and Lam, T. C. (2014). Training methods: A review and analysis. Human Resource Development Review, 13(1):11–35.

Moller, C. and Hansen, P. K. (2006). Business process innovation: The lego case. In 2006 IEEE International Technology Management Conference (ICE), pages 1–8. IEEE.

Pai, M., McCulloch, M., Gorman, J. D., Pai, N., Enanoria, W., Kennedy, G., Tharyan, P., and Colford, J. J. (2004). Systematic reviews and meta-analyses: an illustrated, step-by-step guide. The National medical journal of India, 17(2):86–95.

Rocha, E. M., Pereira, G. M., and Pacheco, D. (2019). The role of the predictive gamification to increase the sales performance: a novel business approach. Journal of Business & Industrial Marketing.

Rocha, R. V. d. and Araujo, R. B. d. (2013). Metodologia de design de jogos sérios para treinamento: Ciclo de vida de criação, desenvolvimento e produçãao. XII Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames 2013), pages 1–10.

Rogers, S. (2013).Level UP: um guia para o design de grandes jogos. Editora Blucher.

Rosenthal, K. and Strecker, S. (2018). Business process modelling as serious game: Findings from a field study.

Rutter, J. and Bryce, J. (2006). Understanding digital games. Sage.

Salen, K., Tekinbas ̧, K. S., and Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press.

Santorum, M. (2011). A serious game based method for business process management. In 2011 fifth international conference on research challenges in information science, pages 1–12. IEEE.

Shukor, J. A., Jamian, R., and Ab Rahman, M. N. (2019). Refining 5s awareness throughan interactive game board. In Advanced Engineering for Processes and Technologies, pages 173–181. Springer.

Stefan, I. A., S ̧ tefan, A., Goldbach, I. R., and Hamza-Lup, F. (2019). Exploring the use of gamified systems in training and work environments. In The International Scientific Conference eLearning and Software for Education, volume 1, pages 11–19.

Stettina, C. J., Offerman, T., De Mooij, B., and Sidhu, I. (2018). Gaming for agility: using serious games to enable agile project & portfolio management capabilities in practice. In 2018 IEEE International Conference on Engineering, Technology and Innovation(ICE/ITMC), pages 1–9. IEEE.

Strecker, S. and Rosenthal, K. (2016a). Process modelling as serious game: Design of a role-playing game for a corporate training. In 2016 IEEE 18th Conference on Business Informatics (CBI), volume 01, pages 228–237.

Strecker, S. and Rosenthal, K. (2016b). Process modelling as serious game: design of a role-playing game for a corporate training. In 2016 IEEE 18th Conference on Business Informatics (CBI), volume 1, pages 228–237. IEEE.

Tantan, O. C., Lang, D., and Boughzala, I. (2016). Learning business process manage-ment through serious games: feedbacks on the usage of innov8. In 2016 IEEE 18th Conference on Business Informatics (CBI), volume 1, pages 248–254. IEEE.

Trevelato, E., Silva, G., Pantaleão, J., and Fonseca, B. G. (2018). A obtenção devantagem competitiva através do treinamento e desenvolvimento de pessoas. Revista Científica, 1(1).

Uskov, V. and Sekar, B. (2014). Gamification of software engineering curriculum. In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, pages 1–8. IEEE.

van der Zee, D.-J. and Slomp, J. (2005). Simulation and gaming as a support tool for lean manufacturing systems-a case example from industry. In Proceedings of the Winter Simulation Conference, 2005., pages 10–pp. IEEE.

Weske, M. (2012). Business process management architectures. In Business Process Management, pages 333–371. Springer.

Weske, M. (2019). Business Process Management: Concepts, Languages, Architectures. Springer, 3rd edition.

Winter, M., Pryss, R., Probst, T., and Reichert, M. (2020). Learning to read by learning towrite: Evaluation of a serious game to foster business process model comprehension. JMIR Serious Games, 8(1):e15374.

Woitsch, R. and Efendioglu, N. (2015). Business process oriented learning: a collabo-rative approach of organisational learning. In Proceedings of the 15th InternationalConference on Knowledge Technologies and Data-driven Business, pages 1–4.

Xexéo, G., Carmo, A., Acioli, A., Taucei, B., Dipolitto, C., Mangeli, E., Kritz, J., Costa,L. F. C., Areas, M., Monclar, R., et al. (2017). O que são jogos: uma introdução ao objeto de estudo do ludes.Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brasil.

Yangting, W. and Guang, S. (2010). Process training for student in school. In 2010 International Conference on E-Business and E-Government, pages 2745–2748. IEEE.

Yin, R. K. (2009). Case study research: Design and methods. Thousand Oaks, CA: Sage. The Canadian Journal of Action Research, 14(1):69–71.

Downloads

Published

2021-08-20

How to Cite

Lopes, T. N., & Araujo, R. (2021). A Systematic Mapping of the Literature on the Application of Digital Games in the Training of Organizational Processes. ISys - Brazilian Journal of Information Systems, 14(2), 96–125. https://doi.org/10.5753/isys.2021.1092

Issue

Section

Surveys