Gaming has been at the forefront of the scene for more than a decade with the invasion of video games, game shows, life-size role-playing games, group puzzle games. The game culture has entered the serious world of adults right up to their place of work.
Between freedom and constraint, illusion and reality, does the use of serious games promote creativity in business? What are the consequences of play on work, the team and health when it becomes compulsory in a managerial training system? Is competition part of the game? Under the guise of the game, can ethical conflicts be erased?
From an in-depth survey as part of manager training, I explore the system, the role of trainers and the experience of users. I analyze the game at these different levels to understand the issues that underlie it, but also the conditions that promote playfulness such as those that require the anesthesia of thought and responsibility in the exercise of the profession of manager.
Serious Games and activity.
It was to promote the idea of using video games to achieve useful objectives that the American army introduced, in 2002, the term "serious game" decade: video games, televised games, life-size role-playing games or even group puzzles are proliferating, entering the world of adults, and even of business where the "serious game" is supposed to convey the image of an innovative and international society (...)
The game puts (...) employees in postures of evaluation and competition.
The game is above all a subjective experience and in the context of our research it has been experienced as a game, as an exercise, as a simulation, as an evaluation. The training context and the animation of the army instructor as well as other elements (company culture, game scenario ...) must be taken into account.
The playful attitude and creativity, favoring trial and error experimentation, in a secure environment can be prevented and this is what I observed (...)
The use of serious games in companies.
One of the peculiarities of serious games is precisely to allow the professional to move away from the reality of the work situations he encounters, to come back to it and analyze or even transform it. It is therefore not necessary to stick to reality as with simulators. The question is how we get back to it. How to discuss what happened in the game and make connections with what is happening in everyday work life? (…)