通过虚拟环境中的严肃游戏解决联合国2030年可持续发展议程和ESG指数。

P. Markopoulos, E. Markopoulos
{"title":"通过虚拟环境中的严肃游戏解决联合国2030年可持续发展议程和ESG指数。","authors":"P. Markopoulos, E. Markopoulos","doi":"10.54941/ahfe1003862","DOIUrl":null,"url":null,"abstract":"The gaming industry has been dominated by the entertainment games since the early 70s and evolved over the years with the technological advancements especially in hardware that allowed more demanding software to be developed. Over the time and in particular the last decade the serious games have emerged with gamified applications on any type of corporate operations. Serious games became a new global market as the gamification benefits radically impact operations performance, competitiveness, and brand awareness. However, a more significant contribution of serious games can be considered their immerse interaction with the users and the opportunities offer to participate and deliver business operations remotely, effectively, enjoyably and rewardingly. Without being the initial target of the gaming industry, serious games seem to contribute much on sustainable development oriented corporate strategies and operations. The integration of Virtual Reality, Augmented Reality, Mixed Reality and now Metaverstic environments in gamified corporate applications signifies a new era in serious gaming that can be aligned with the UN 2030 Sustainable Develop agenda and the UN Sustainable Development Goals (SDGs). This paper introduces the use of gaming and futuristics interactive technologies applied on the UN SDGs. It explains how each SDG can be supported with such technology and what could be the impact in the society and the economy. Furthermore, it indicates how gamified SGDs applications can impact the ESG scores and points out the added value serious games can offer in organizational efforts to comply with the ESG requirements. The triangulation of the serious games with the UN SDGs and the ESG is powered by the Company Democracy Model as the catalyst for the democratic innovation developed to generate green ocean strategies with sustainable innovation and pink ocean strategies with social innovations.The paper introduces a matrix that highlights the combination of the gaming and futuristics interactive technologies that can be used for the support of each SDG and ESG category criteria. It also indicates ways and provides indicative examples of applications to practically addresses these combinations. The integration of the company democracy model in the developed of such gamified corporate or organizational strategies is empowered with the development of a democratic knowledge-based culture where gaming elements, concepts and techniques derive from the contributions of anyone with fantasy, imagination and creativity. The research conducted is supported with and extensive literature review, cases studies and primary research delivered with survey and interviews from business executives around he worlds and form difference business sectors. The research conducted in based on an extensive literary review, primary research with surveys and interviews but also with the analysis of several case studies to indicate the needs and the trends for the alignment of the gaming technology with the UN 2030 sustainable development agenda. Furthermore, the paper presents the pre and post condition on adopting such a strategy, highlights research limitations, and identifies areas of further research to be conducted for the application and the adaptation of such strategic approaches in vertical organizational sectors and geographic regions.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"46 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Addressing the UN 2030 sustainable development agenda and the ESG index with serious games in virtual environments.\",\"authors\":\"P. Markopoulos, E. Markopoulos\",\"doi\":\"10.54941/ahfe1003862\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The gaming industry has been dominated by the entertainment games since the early 70s and evolved over the years with the technological advancements especially in hardware that allowed more demanding software to be developed. Over the time and in particular the last decade the serious games have emerged with gamified applications on any type of corporate operations. Serious games became a new global market as the gamification benefits radically impact operations performance, competitiveness, and brand awareness. However, a more significant contribution of serious games can be considered their immerse interaction with the users and the opportunities offer to participate and deliver business operations remotely, effectively, enjoyably and rewardingly. Without being the initial target of the gaming industry, serious games seem to contribute much on sustainable development oriented corporate strategies and operations. The integration of Virtual Reality, Augmented Reality, Mixed Reality and now Metaverstic environments in gamified corporate applications signifies a new era in serious gaming that can be aligned with the UN 2030 Sustainable Develop agenda and the UN Sustainable Development Goals (SDGs). This paper introduces the use of gaming and futuristics interactive technologies applied on the UN SDGs. It explains how each SDG can be supported with such technology and what could be the impact in the society and the economy. Furthermore, it indicates how gamified SGDs applications can impact the ESG scores and points out the added value serious games can offer in organizational efforts to comply with the ESG requirements. The triangulation of the serious games with the UN SDGs and the ESG is powered by the Company Democracy Model as the catalyst for the democratic innovation developed to generate green ocean strategies with sustainable innovation and pink ocean strategies with social innovations.The paper introduces a matrix that highlights the combination of the gaming and futuristics interactive technologies that can be used for the support of each SDG and ESG category criteria. It also indicates ways and provides indicative examples of applications to practically addresses these combinations. The integration of the company democracy model in the developed of such gamified corporate or organizational strategies is empowered with the development of a democratic knowledge-based culture where gaming elements, concepts and techniques derive from the contributions of anyone with fantasy, imagination and creativity. The research conducted is supported with and extensive literature review, cases studies and primary research delivered with survey and interviews from business executives around he worlds and form difference business sectors. The research conducted in based on an extensive literary review, primary research with surveys and interviews but also with the analysis of several case studies to indicate the needs and the trends for the alignment of the gaming technology with the UN 2030 sustainable development agenda. Furthermore, the paper presents the pre and post condition on adopting such a strategy, highlights research limitations, and identifies areas of further research to be conducted for the application and the adaptation of such strategic approaches in vertical organizational sectors and geographic regions.\",\"PeriodicalId\":389727,\"journal\":{\"name\":\"Human Factors in Virtual Environments and Game Design\",\"volume\":\"46 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Human Factors in Virtual Environments and Game Design\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.54941/ahfe1003862\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Factors in Virtual Environments and Game Design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1003862","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

自70年代初以来,游戏行业一直由娱乐游戏主导,随着技术的进步,尤其是硬件的进步,游戏行业的发展要求越来越高。随着时间的推移,特别是在过去的十年中,各种类型的企业运营都出现了带有游戏化应用的严肃游戏。严肃游戏成为了一个全新的全球市场,因为游戏化带来的好处从根本上影响了运营绩效、竞争力和品牌知名度。然而,严肃游戏更重要的贡献可以被认为是它们与用户的沉浸式互动,以及提供参与和提供远程、有效、愉快和有益的业务操作的机会。虽然严肃游戏并非游戏产业的最初目标,但它似乎对面向可持续发展的企业战略和运营做出了很大贡献。虚拟现实、增强现实、混合现实和现在的虚拟现实环境在游戏化企业应用中的集成标志着严肃游戏的新时代,这可以与联合国2030年可持续发展议程和联合国可持续发展目标(sdg)保持一致。本文介绍了游戏和未来互动技术在联合国可持续发展目标中的应用。它解释了这些技术如何支持每个可持续发展目标,以及它们可能对社会和经济产生的影响。此外,它还指出了游戏化的SGDs应用程序如何影响ESG分数,并指出了严肃游戏可以为符合ESG要求的组织工作提供的附加价值。严肃游戏与联合国可持续发展目标和ESG的三角关系是由公司民主模型驱动的,作为民主创新的催化剂,开发出具有可持续创新的绿色海洋战略和具有社会创新的粉红色海洋战略。本文介绍了一个矩阵,突出了游戏和未来互动技术的结合,可用于支持每个可持续发展目标和ESG类别标准。它还指出了实际解决这些组合的方法并提供了指示性的应用示例。将公司民主模式整合到这种游戏化企业或组织战略的开发中,可以促进基于民主知识的文化的发展,在这种文化中,游戏元素、概念和技术源自任何具有幻想、想象力和创造力的人的贡献。本研究得到了广泛的文献综述、案例研究和初步研究的支持,调查和采访了来自世界各地和不同业务部门的企业高管。这项研究基于广泛的文献回顾、调查和访谈的初步研究,以及对几个案例研究的分析,以表明游戏技术与联合国2030可持续发展议程相结合的需求和趋势。此外,本文还介绍了采用这种战略的前后条件,强调了研究的局限性,并确定了在垂直组织部门和地理区域应用和适应这种战略方法需要进一步研究的领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Addressing the UN 2030 sustainable development agenda and the ESG index with serious games in virtual environments.
The gaming industry has been dominated by the entertainment games since the early 70s and evolved over the years with the technological advancements especially in hardware that allowed more demanding software to be developed. Over the time and in particular the last decade the serious games have emerged with gamified applications on any type of corporate operations. Serious games became a new global market as the gamification benefits radically impact operations performance, competitiveness, and brand awareness. However, a more significant contribution of serious games can be considered their immerse interaction with the users and the opportunities offer to participate and deliver business operations remotely, effectively, enjoyably and rewardingly. Without being the initial target of the gaming industry, serious games seem to contribute much on sustainable development oriented corporate strategies and operations. The integration of Virtual Reality, Augmented Reality, Mixed Reality and now Metaverstic environments in gamified corporate applications signifies a new era in serious gaming that can be aligned with the UN 2030 Sustainable Develop agenda and the UN Sustainable Development Goals (SDGs). This paper introduces the use of gaming and futuristics interactive technologies applied on the UN SDGs. It explains how each SDG can be supported with such technology and what could be the impact in the society and the economy. Furthermore, it indicates how gamified SGDs applications can impact the ESG scores and points out the added value serious games can offer in organizational efforts to comply with the ESG requirements. The triangulation of the serious games with the UN SDGs and the ESG is powered by the Company Democracy Model as the catalyst for the democratic innovation developed to generate green ocean strategies with sustainable innovation and pink ocean strategies with social innovations.The paper introduces a matrix that highlights the combination of the gaming and futuristics interactive technologies that can be used for the support of each SDG and ESG category criteria. It also indicates ways and provides indicative examples of applications to practically addresses these combinations. The integration of the company democracy model in the developed of such gamified corporate or organizational strategies is empowered with the development of a democratic knowledge-based culture where gaming elements, concepts and techniques derive from the contributions of anyone with fantasy, imagination and creativity. The research conducted is supported with and extensive literature review, cases studies and primary research delivered with survey and interviews from business executives around he worlds and form difference business sectors. The research conducted in based on an extensive literary review, primary research with surveys and interviews but also with the analysis of several case studies to indicate the needs and the trends for the alignment of the gaming technology with the UN 2030 sustainable development agenda. Furthermore, the paper presents the pre and post condition on adopting such a strategy, highlights research limitations, and identifies areas of further research to be conducted for the application and the adaptation of such strategic approaches in vertical organizational sectors and geographic regions.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信