Measuring the Commercial Outcomes of Serious Games in Companies - A Review

The objective of this paper is to review the work on the measurement of the commercial outcomes of serious games in companies and to provide a framework for their measurement in companies. The literature on the evaluation of training and in particular serious games is presented. A systematic literature review of studies of the impacts of business games in companies was undertaken. The paper summarises the existing studies on measuring the effectiveness of serious games in companies. A search of the grey literature was also conducted to establish what kinds of commercial outcomes have been measured and how. Finally, the paper presents some examples of measuring the commercial outcomes. It also provides some advice on how to measure commercial outcomes.

[1]  Riccardo Berta,et al.  Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..

[2]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[3]  W. Lewis Johnson,et al.  Assessing Aptitude for Learning with a Serious Game for Foreign Language and Culture , 2008, Intelligent Tutoring Systems.

[4]  Doris M. Cook,et al.  The Effect of Frequency of Feedback on Attitudes and Performance , 1967 .

[5]  D. Kirkpatrick Techniques for evaluating training programs , 1979 .

[6]  Elizabeth Boyle,et al.  Psychology, Pedagogy, and Assessment in Serious Games , 2013 .

[7]  Ann P. Bartel,et al.  Measuring the Employer's Return on Investments in Training: Evidence from the Literature , 2000 .

[8]  John Seely Brown,et al.  Intelligent Tutoring Systems , 2016, Lecture Notes in Computer Science.

[9]  Tal Ben-Zvi,et al.  Using Business Games in Teaching DSS , 2007, J. Inf. Syst. Educ..

[10]  D. Tranfield,et al.  Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review , 2003 .

[11]  Donovan A. McFarlane,et al.  Evaluating Training Programs: The Four Levels , 2006 .

[12]  Denise J. Luethge,et al.  The Impact of Involvement on Performance in Business Simulations: An Examination of Goosen's “Know Little” Decision-Making Thesis , 2003 .

[13]  H. O'Neil,et al.  Classification of learning outcomes: evidence from the computer games literature , 2005 .

[14]  C. Mulrow,et al.  Systematic Reviews: Rationale for systematic reviews , 1994, BMJ.

[15]  J. Wolfe Effective Performance Behaviors in a Simulated Policy and Decision Making Environment , 1975 .

[16]  David Lopez,et al.  A state of the art report , 1979 .

[17]  S. Oei,et al.  Serious gaming in women’s health care , 2011, BJOG : an international journal of obstetrics and gynaecology.

[18]  Miguel Arevalillo-Herráez,et al.  Serious Games for Health and Safety Training , 2011, Serious Games and Edutainment Applications.

[19]  Jannicke Baalsrud Hauge,et al.  Jannicke Baalsrud Hauge, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim, James Ritchie , 2013 .

[20]  Marco Taisch,et al.  Serious Games in Manufacturing Education: Evaluation of Learners' Engagement , 2012, VS-GAMES.

[21]  Geertje Bekebrede,et al.  The research and evaluation of serious games: Toward a comprehensive methodology , 2014, Br. J. Educ. Technol..

[22]  Donald L. Kirkpatrick,et al.  Evaluating Training Programs : The Four Levels , 2009 .

[23]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.