Work and Play have been viewed as dichotomous concepts throughout history, with work representing serious and enforced tasks, while play represents activities done purely for enjoyment and pleasure. As the modern workforce undergoes radical changes, the gradual integration of the two concepts is being recognized and imbibed into contemporary work culture to foster greater creativity,…
Tag: gamification
FLIGBY: the Serious Game Harnessing Flow Experience for Leadership Development
By: Kristina Risley, University of Westminster, London, UK [orcid: 0000-0002-4368-6175] and Zoltan Buzady Corvinus University of Budapest, Budapest, Hungary [orcid: 0000-0001-5553-7583] presented at GALA Games and Learning Alliance Conference, Tampere, Finland Risley, K., Buzady, Z. (2022). FLIGBY: The Serious Game Harnessing Flow Experience for Leadership Development. In: Kiili, K., Antti, K., de Rosa, F., Dindar,…
Psychometrics: what do we do with them anyway?
Psychometrics: what do we do with them anyway? In my last blog post, I discussed how we can test improvement over time in crucial leadership skills, including how we can overcome some of the biases that come along with performance ratings. This was in the context of one of the most useful functions of the…
The simple reason why happy people have more capital
Insights & Trends – An Interview with Prof. Mihaly Csikszentmihaly
Gamification in Higher Education (LiveStream)
Watch the latest YouTube LiveStream on “Gamification in Higher Education” with Marge Sassi, Flow-Enthusiast and our academic-educational partners at the Estonian Business School (30 Mins.) Topics: Simulations at EBS.ed, Key Learnings from Gamification, Value of Gamification, Biggest Surprise, Lifelikeness of Simulations
The Contribution of Serious Games for the Success of Students in Entrepreneurship
By: Fernando Almeida, Polytechnic Institute of Gaya, PortugalIn: IT Issues in Higher Education: Emerging Research and OpportunitiesDOI: 10.4018/978-1-7998-1029-2.ch007 ABSTRACT:The adoption of serious games as a complement to traditional classroom training is still an emerging theme, but it offers relevant potentialities for both students and teachers. This study describes the integration process of serious games in…
An East-Versus-West Update: The Non-Intrusive Measurement and Global Benchmarking of 29 Management and Leadership Skills via FLIGBY in Central Europe, Ukraine and Kazakhstan (2019 Update) – Conference Presentation
By: Zoltan BuzadyProceedings of the 27th CEEMAN Annual Conference 25-27 September 2019 Wrocław, PolandDownload here. “Flow Is Good Business for You” (FLIGBY) (www.fligby.com) is a top-leadership development game, designed by academics and practicing experts. The important mission of this technological and teaching innovation is to train and develop future leaders, and explain to them the…
Flow, Leadership and Serious Games: A Pedagogical Perspective – Part 2
By: Zoltan Buzady Ph.D., Central European University Business School, Hungary. Part 1 Combining Flow and Serious Games A detailed market study prepared by Learnovate Centre identified the state-of-the-art use of serious games for learning in the corporate sector (Donovan, 2012). They report an uptake of such gamification and list the following application areas of…
Compilation of Game-Based Learning Journals
This blog entry is from our guest author: Michael Sutton (Game-Based Learning Innovator & Architect) My quest for high quality research associated with Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, Immersive Learning, etc. has been quite a challenge. In attempting to scour the Inet looking for useful material, I have complied a definitive list of…