FUNIFICATION 2.0: Knowledge mobilization model for corporate and educational game-based learning, Carlos Jorge and Dr. Michael Sutton

Carlos Francisco Bitencourt Jorge Department of Management and Business Catholic Paulista College, Marília Brazil Dr. Michael J.D. Sutton FUNIFICATION LLC, Boise, Idaho USA Email: michaeljdsutton@gmail.com DOI: 10.1108/WJSTSD-11-2016-0060 Purpose: The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and […]

Flow, leadership and serious games – a pedagogical perspective, Zoltan Buzady

Zoltan Buzady Business School Central European University, Budapest Hungary Email: zoltan@buzady.hu DOI: 10.1108/WJSTSD-05-2016-0035 Purpose: The purpose of this paper is to briefly outline the relevance of flow, a core concept of positive psychology increasingly applied in leadership development and in serious gaming. The author presents an innovative simulation game designed to teach and train how to […]

Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives, Prof. Allam Ahmed and Dr. Michael Sutton

Prof. Allam Ahmed School of Business, Management and Economics University of Sussex, Brighton UK Email: allam@sussex.ac.uk Dr. Michael J.D. Sutton FUNIFICATION LLC, Boise, Idaho USA DOI: 10.1108/WJSTSD-02-2017-0005 Purpose: The purpose of this paper is to provide an in-depth and critical review of the literature and theories on knowledge, knowledge management (KM) as well as the concepts and […]

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