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: Not open

Publication channel open access:

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

Preliminary JUFO rating: 3


Last updated on 2021-18-11 at 08:04