A3 Book section, Chapters in research books
Virtual Enterprise Simulation Game as an Environment for Collaborative Creativity and Learning (2021)
Tuhkala, A., Syynimaa, K., Lainema, K., Lämsä, J., Lainema, T., & Hämäläinen, R. (2021). Virtual Enterprise Simulation Game as an Environment for Collaborative Creativity and Learning. In S. Lemmetty, K. Collin, V. P. Glăveanu, & P. Forsman (Eds.), Creativity and Learning : Contexts, Processes and Support (pp. 175-194). Palgrave Macmillan. https://doi.org/10.1007/978-3-030-77066-2_8
JYU authors or editors
Publication details
All authors or editors: Tuhkala, Ari; Syynimaa, Kirsi; Lainema, Kirsi; Lämsä, Joni; Lainema, Timo; Hämäläinen, Raija
Parent publication: Creativity and Learning : Contexts, Processes and Support
Parent publication editors: Lemmetty, Soila; Collin, Kaija; Glăveanu, Vlad Petre; Forsman, Panu
ISBN: 978-3-030-77065-5
eISBN: 978-3-030-77066-2
Publication year: 2021
Pages range: 175-194
Number of pages in the book: 280
Publisher: Palgrave Macmillan
Place of Publication: Cham
Publication country: Switzerland
Publication language: English
DOI: https://doi.org/10.1007/978-3-030-77066-2_8
Publication open access: Openly available
Publication channel open access: Partially open access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/77846
Abstract
When employees become accustomed to everyday working habits it can prevent them from generating creative ideas. This familiarity takes the forms of mainly collaborating with familiar colleagues, playing roles that develop over years, and solving encountered problems with proven strategies. This chapter considers how a virtual enterprise simulation game (RealGame) can potentially foster digital creativity and collaborative learning. The game simulates a situation where team members take responsibility for managing a virtual manufacturing company and its supply chain. Theoretically, we consider RealGame a facilitating environment for people to collaborate by offering a safe environment for playful exploration and artificial conflict, which can result in new ideas and learning. To demonstrate this idea, we derive empirical evidence from reflective essays that were written by business school students after experimenting with the game.
Keywords: educational games; serious games; simulation; entrepreneurship; business; collaborative learning; creativity; problem solving
Free keywords: game; simulation; simulation game; enterprise; business; collaboration; creativity; learning
Contributing organizations
Ministry reporting: Yes
Reporting Year: 2021
JUFO rating: 3
Parent publication with JYU authors: