Abstract
Servitization concerns the process of manufacturers shifting from a focus on producing and selling tangible goods to service-based business models. Factors that drive adoption of servitization are financial, strategic (competitive advantage) and marketing. However, uptake is slow and active efforts are being made to transfer knowledge about servitization to the manufacturing sector. This paper presents early results from the first test of a serious computer game which has the goal of educating managers about what advanced services are and how they fit in supply chains. Results suggest the role-play scenario tested is appropriate for an audience of largely non-expert gamers, and that the approach has the potential to instruct users about the role of services in the supply chain.
Original language | English |
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Title of host publication | Proceedings of 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014 |
Publisher | IEEE |
Pages | 237-241 |
ISBN (Print) | 978-147994742-3 |
DOIs | |
Publication status | Published - 2015 |
Event | 2014 International Conference on Interactive Mobile Communication Technologies and Learning - Thessaloniki, Greece Duration: 13 Nov 2014 → 14 Nov 2014 |
Conference
Conference | 2014 International Conference on Interactive Mobile Communication Technologies and Learning |
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Abbreviated title | IMCL 2014 |
Country/Territory | Greece |
City | Thessaloniki |
Period | 13/11/14 → 14/11/14 |
Bibliographical note
This conference paper is not available on the repository. The paper was given at the 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014; Thessaloniki; Greece; 13 November 2014 through 14 November 2014Keywords
- Serious Games
- Servitization
- Usability