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Application of Serious Games in Industrial Contexts
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Author(s): Heiko Duin (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Jannicke Baalsrud Hauge (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Felix Hunecker (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany)and Klaus-Dieter Thoben (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany)
Copyright: 2011
Pages: 17
Source title:
Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal), Vitor Hugo Varvalho (Polytechnic Institute of Cávado and Ave, Portugal)and Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal)
DOI: 10.4018/978-1-60960-567-4.ch020
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Abstract
This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two different approaches: one based on a process framework, the other one based on a game genome approach. Both are applied on a number of known serious games with the objective to identify uncovered areas and gaps. These gaps represent new opportunities for the application of serious games which has not yet been realised.
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