[go: up one dir, main page]

Skip to main content

User Satisfaction with Organizational Learning Time-Efficiency in Topaasia Cards

  • Conference paper
  • First Online:
Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures (ISAGA 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10825))

Included in the following conference series:

  • 1075 Accesses

Abstract

This paper discusses the ways in which design games are used as scaffolds for knowledge creation. Using players’ reports on time-efficiency in deployments of Topaasia Cards, it demonstrates that play appears to foster creative dialogue and meaningful interaction that lead to user experiences of positive organizational knowledge creation.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Apter, M.J.: A structural phenomenology of play. In: Kerr, J.H., Apter, M.J. (eds.) Adult Play: A Reversal Theory Approach, pp. 13–29. Swets & Zeitlinger, Amsterdam (1991)

    Google Scholar 

  2. Brandt, E., Messeter, J., Binder, T.: Formatting design dialogues – games and participation. CoDesign 4, 51–64 (2008)

    Article  Google Scholar 

  3. Engeström, Y.: Learning by Expanding: An Activity-theoretical Approach to Developmental Research. Orienta-Konsultit, Helsinki (1987)

    Google Scholar 

  4. Engestrom, Y.: Innovative learning in work teams: analyzing cycles of knowledge creation in practice. In: Engeström, Y., Miettinen, R., Punamäki, R.-L. (eds.) Perspectives on Activity Theory, pp. 377–404. Cambridge University Press, Cambridge (1999)

    Chapter  Google Scholar 

  5. Eriksen, M.A., Brandt, E., Mattelmäki, T., Vaajakallio, K.: Taking design games seriously: re-connecting situated power relations of people and materials. In: Proceedings of the 13th Participatory Design Conference, pp. 101–110. ACM, Windhoek (2014)

    Google Scholar 

  6. Gherardi, S.: Organizational learning: the sociology of practice. In: Easterby-Smith, M., Lyles, M.A. (eds.) The Blackwell Handbook of Organizational Learning and Knowledge Management, pp. 43–65. Wiley, Hoboken (2011)

    Google Scholar 

  7. Hannula, O., Harviainen, J.T.: Efficiently inefficient: service design games as innovation tools. In: Morelli, N., de Götzen, A., Grani, F. (eds.) Service Design Geographies, pp. 241–252. Linköping University Electronic Press, Linköping (2016)

    Google Scholar 

  8. Hannula, O., Irrmann, O.: Played into collaborating: design games as scaffolding for service co-design project planning. Simul. Gaming 47, 599–627 (2016)

    Article  Google Scholar 

  9. Harviainen, J.T., Vaajakallio, K., Sproedt, H.: Service design games as innovation tools, knowledge creators, and simulation/games. Simul. Gaming 47, 559–565 (2016)

    Article  Google Scholar 

  10. Kaario, P., Vaajakallio, K., Lehtinen, V., Kantola, V., Kuikkaniemi, K.: Someone else’s shoes-using role-playing games in user-centered service design. In: ServDes 2009 (2009)

    Google Scholar 

  11. Klapztein, S., Cipolla, C.: From game design to service design: a framework to gamify services. Simul. Gaming 47, 566–598 (2016)

    Article  Google Scholar 

  12. Landers, R.N., Landers, A.K.: An empirical test of the theory of gamified learning: the effect of leaderboards on time-on-task and academic performance. Simul. Gaming 45, 769–785 (2014)

    Article  Google Scholar 

  13. Mainemelis, C., Ronson, S.: Ideas are born in fields of play: towards a theory of play and creativity in organizational settings. Res. Organ. Behav. 27, 81–131 (2006)

    Article  Google Scholar 

  14. Tsoukas, H.: A dialogical approach to the creation of new knowledge in organizations. Organ. Sci. 20, 941–957 (2009)

    Article  Google Scholar 

  15. Vaajakallio, K.: Design Games as a Tool, a Mindset and a Structure. Aalto University, Helsinki (2012)

    Google Scholar 

  16. Vaajakallio, K., Mattelmäki, T.: Design games in codesign: as a tool, a mindset and a structure. CoDesign 10, 63–77 (2014)

    Article  Google Scholar 

  17. Vesa, M., Hamari, J., Harviainen, J.T., Warmelink, H.: Computer games and organization studies. Organ. Stud. 38, 273–284 (2017)

    Article  Google Scholar 

Download references

Funding

The authors have no connection to Gälliwashere excluding this particular research project.

Parts of this research were supported by grant 10-5514 from Liikesivistysrahasto.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to J. Tuomas Harviainen .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Hannula, O., Harviainen, J.T. (2018). User Satisfaction with Organizational Learning Time-Efficiency in Topaasia Cards. In: Lukosch, H., Bekebrede, G., Kortmann, R. (eds) Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures. ISAGA 2017. Lecture Notes in Computer Science(), vol 10825. Springer, Cham. https://doi.org/10.1007/978-3-319-91902-7_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-91902-7_10

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-91901-0

  • Online ISBN: 978-3-319-91902-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics