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Towards the Management and Dissemination of Knowledge from Gaming Simulations

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Serious Games (JCSG 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12434))

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Abstract

Nowadays, gaming simulations (games) are used for various different purposes and generate a wealth of knowledge. Yet, there is still lack of research on whether, and if so how, these games can be used by researchers and practitioners to build evidences on systems’ behavior within a larger scheme and/or manage and exploit the knowledge produced by and in these games. This article proposes a knowledge management framework, which aims at enabling the development of a knowledge management system that can store, index, and disseminate the knowledge produced by and in games in an appropriate way. The proposed framework is built on the basis of several factors, like the type of knowledge and the prospective users, and is then validated with three case studies from the Dutch railway sector. Through the case studies, the proposed framework appears to be able to help the management and dissemination of knowledge derived from games. The framework is a proof of concept on the feasibility of developing a knowledge management system module for games.

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Roungas, B., Meijer, S. (2020). Towards the Management and Dissemination of Knowledge from Gaming Simulations. In: Ma, M., Fletcher, B., Göbel, S., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2020. Lecture Notes in Computer Science(), vol 12434. Springer, Cham. https://doi.org/10.1007/978-3-030-61814-8_21

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  • DOI: https://doi.org/10.1007/978-3-030-61814-8_21

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