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Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives
11 references·12 citing·40 second hop
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this work references cited by second hop

References

  • 1994A Dynamic Theory of Organizational Knowledge Creation17,793 cited
  • 1998The Knowledge-Creating Company14,621 cited
  • 2001Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,210,140 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 1999Knowledge Management Systems: Issues, Challenges, and Benefits1,536 cited
  • 1999Managing Codified Knowledge1,437 cited
  • 2008The coming of the new organization1,072 cited
  • 2001The Assimilation of Knowledge Platforms in Organizations: An Empirical Investigation678 cited
  • 2011Origins of Serious Games420 cited
  • 2002Knowledge Management: A Threefold Framework258 cited
  • 2006Knowledge transfer within information systems development teams: Examining the role of knowledge source attributes244 cited

Cited by

  • 2019Gamification in Management Education: A Systematic Literature Review96 cited
  • 2019Play it again: how game-based learning improves flow in Accounting and Marketing education90 cited
  • 2021Games based learning in accounting education – which dimensions are the most relevant?55 cited
  • 2020Gamification in human resource management—Status quo and quo vadis

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

40 cited
  • 2019Adoption of a Serious Game in the Developing of Emotional Intelligence Skills38 cited
  • 2019Gamification in management education - A literature mapping37 cited
  • 2023The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education35 cited
  • 2022Identifying and validating game design elements in serious game guideline for climate change35 cited
  • 2020A Virus Infected Your Laptop. Let’s Play an Escape Game29 cited
  • 2024Teachers’ acceptance of technology-based simulation games as teaching pedagogy in management education: an extended technology acceptance model9 cited
  • 2019Comparison of training methods with ELECTRE I and Merrill’s principles4 cited
  • 2019Employees' Engagement Issues in Online Training Applications3 cited