Developing Entrepreneurial Competencies among Tourism Students using FLIGBY

By: Ana Ferro (ISPGAYA), Zoltan Buzady (Corvinus University of Budapest) & Fernando Almeida (University of Porto & INESCTEC) In: Journal of Hospitality& Tourism Education – Scopus cite score: 3.2, (Q2)DOI: https://doi.org/10.1080/10963758.2022.2109475 AbstractThis article seeks to present an initiative to integrate a serious game into an entrepreneurship course, attended by tourism students, which enables them to…

Exploring flow-promoting management and leadership skills via serious gaming

By: Zoltan Buzady, Agnes Wimmer, Anita Csesznak & Peter Szentesi at Corvinus University of Budapest, Hungary In: Interactive Learning Environments Scopus cite score: 7.2, (Q1)DOI: https://doi.org/10.1080/10494820.2022.2098775 AbstractThe considerable proliferation of serious games (SG) in management education necessitates an academic foundation grounded in the concepts and practice of leadership, Flow, learning and development theory. Going beyond…

List of Our Most Important Academic Publications

The Leadership & Flow Global Research Network promotes academic cooperation, research, and publication in the broader fields related to Flow and Leadership theory, as well as the usage of Serious Games in teaching and training, skills measurement and HR predictive analytics. Most publications below are also enabled and driven by FLIGBY, Prof. Mihaly Csikszentmihalyi’s official…

Use of Serious Games for Analysing Leadership Skills for Promoting Flow at the Workplace (in Hungarian)

Original title: A munkahelyi flow-állapot elősegítő vezetői képességek elemzése a komoly játék eszközével By: Zoltán Buzády, Ágnes Wimmer,  Anita Csesznák, Peter Szentesi at Corvinus University of BudapestIn: Vezetéstudomány (Management Science) DOI: https://lnkd.in/dwyKg7fS AbstractThis article explores the human aspect of leadership according to the principles outlined by Mihaly Csikszentmihaly’s seminal work, Flow Theory. Focusing on 29 leadership skills, in…

Development of Soft Skills Competencies Through the Use of FLIGBY

By Fernando Almeida, Zoltan Buzady (2022) In: Technology, Pedagogy and Education (Q1), March 2022.This journal is indexed in WoS (Core: 2.529) and Scopus (Q1).https://doi.org/10.1080/1475939X.2022.2058600 Abstract Serious games have been successfully used for learning and training purposes. Traditionally serious games have been used in the development of hard skills, particularly in technical areas such as health, engineering, defense, or the environment. However,…

Oldie but Goldie!

View the concise key-note presentation about Flow-promoting Leadership Development via FLIBGY Professor Csikszentmihalyi’s official program. Presented at the IBM, SEE #BusinessConnect event by our Academic Director, Dr. Zoltan Buzady Ph.D. May The #Flow Be With You!

Assessment of Entrepreneurship Competencies Through the Use of FLIGBY

By:  Zoltán Buzády (Corvinus University of Budapest, Budapest, Hungary) and Fernando Almeida (Polytechnic Institute of Gaya, Porto, Portugal)  In: Digital Education Review, 35, 151-169. (19 Pages) http://revistes.ub.edu/index.php/der/article/view/27208 Download here. ABSTRACT: Serious games are increasingly being used as an innovative tool for developing entrepreneurial skills, such as strategic management, leadership, communication, negotiation, or decision making. FLIGBY is a serious…

In New Leadership We Flow – Lead4Skills

  A recent International Labour Organization study “Skills mismatch in Europe study 2014”, shows that labour market in Europe demonstrates various types of skill mismatch, including mismatch between the number of job seekers and employment opportunities, which is reflected in unemployment. The overall aim of the  “Lead4Skills” project is to provide higher education institutions (HEI)…

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…