I played, now what? Reflections on the potential contribution of Serious Games in the development of individual skills in organizations
DOI:
https://doi.org/10.18696/reunir.v13i5.1694Keywords:
Professional development, notion of competencies, competency metricsAbstract
One of the recent alternatives for dealing with the complexity of professional development in organizational environments subject to significant changes and instability has been the use of serious games. Despite the increasing number of studies on the subject, there is a notable gap: the scarcity of research analyzing the actual outcomes on the development of competencies among participants in these games. In light of this, this study aims to analyze the impact of applying serious games in training and professional development processes. To achieve this objective, a multiple-case study was conducted, through exploratory research involving three cases of training actions focused on competency development through the use of games. Data were collected through semi-structured interviews, research on the company's website, analysis of videos, promotional materials, and media coverage. The research findings indicate that, considering the specificities of the analyzed cases, serious games can mobilize certain types of behaviors and skills among the participants. However, the data analysis also reveals other contributions, such as the need for more comprehensive qualitative and quantitative metrics to assess the effectiveness of the intensive use of serious games in competency development. During the exercise of serious games, competencies that were not initially planned were observed. Finally, it is worth mentioning that participation in the games may result in an increase in employees' working hours
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