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Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study

BACKGROUND: The advent of new technologies has had a profound impact on the labor market, transforming the way we work and interact with each other. With the rise of digital tools and platforms, gamification has emerged as a powerful technique for enhancing productivity and engagement in various fie...

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Detalles Bibliográficos
Autores principales: Altomari, Luca, Altomari, Natalia, Iazzolino, Gianpaolo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10413242/
https://www.ncbi.nlm.nih.gov/pubmed/37494078
http://dx.doi.org/10.2196/45436
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author Altomari, Luca
Altomari, Natalia
Iazzolino, Gianpaolo
author_facet Altomari, Luca
Altomari, Natalia
Iazzolino, Gianpaolo
author_sort Altomari, Luca
collection PubMed
description BACKGROUND: The advent of new technologies has had a profound impact on the labor market, transforming the way we work and interact with each other. With the rise of digital tools and platforms, gamification has emerged as a powerful technique for enhancing productivity and engagement in various fields, including human resource management. In particular, gamification has been found to be effective in developing and assessing soft skills, which play a critical role in determining the success of individuals, teams, and organizations. OBJECTIVE: We present a serious game that identifies the most sought-after skills in the job market and offers feedback, and we provide a set of guidelines for the creation of serious games. METHODS: We present the serious game Among the Office Criticality (AOC). The AOC game structure involves a set of sequence analysis techniques, which is known as process mining. RESULTS: The pilot study findings indicate that the game is both engaging and beneficial to subjects, suggesting that the results align with current theoretical perspectives. Furthermore, the study suggests that the obtained data can be extended to the broader population. CONCLUSIONS: This study illustrates a serious game structured according to the needs of the labor market and developed to put the user at the center, using evaluation techniques consistent with the literature, with the aim of constituting an interdisciplinary approach suitable for adequately assessing users and creating value for them.
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spelling pubmed-104132422023-08-11 Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study Altomari, Luca Altomari, Natalia Iazzolino, Gianpaolo JMIR Serious Games Original Paper BACKGROUND: The advent of new technologies has had a profound impact on the labor market, transforming the way we work and interact with each other. With the rise of digital tools and platforms, gamification has emerged as a powerful technique for enhancing productivity and engagement in various fields, including human resource management. In particular, gamification has been found to be effective in developing and assessing soft skills, which play a critical role in determining the success of individuals, teams, and organizations. OBJECTIVE: We present a serious game that identifies the most sought-after skills in the job market and offers feedback, and we provide a set of guidelines for the creation of serious games. METHODS: We present the serious game Among the Office Criticality (AOC). The AOC game structure involves a set of sequence analysis techniques, which is known as process mining. RESULTS: The pilot study findings indicate that the game is both engaging and beneficial to subjects, suggesting that the results align with current theoretical perspectives. Furthermore, the study suggests that the obtained data can be extended to the broader population. CONCLUSIONS: This study illustrates a serious game structured according to the needs of the labor market and developed to put the user at the center, using evaluation techniques consistent with the literature, with the aim of constituting an interdisciplinary approach suitable for adequately assessing users and creating value for them. JMIR Publications 2023-07-26 /pmc/articles/PMC10413242/ /pubmed/37494078 http://dx.doi.org/10.2196/45436 Text en ©Luca Altomari, Natalia Altomari, Gianpaolo Iazzolino. Originally published in JMIR Serious Games (https://games.jmir.org), 26.07.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Altomari, Luca
Altomari, Natalia
Iazzolino, Gianpaolo
Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study
title Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study
title_full Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study
title_fullStr Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study
title_full_unstemmed Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study
title_short Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study
title_sort gamification and soft skills assessment in the development of a serious game: design and feasibility pilot study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10413242/
https://www.ncbi.nlm.nih.gov/pubmed/37494078
http://dx.doi.org/10.2196/45436
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