Location
Hilton Hawaiian Village, Honolulu, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
3-1-2024 12:00 AM
End Date
6-1-2024 12:00 AM
Description
Digital transformation initiatives in small and medium-sized enterprises (SME) are often hampered by individual practitioners’ perceptions of information and communication technology (ICT). This research employs an educational escape room (ER) game for an intervention towards informed decision-making on ICT adoption in SMEs. ER design and implementation are elaborated and consequently tested with SME practitioners, all embedded in an action-design study based on a qualitative research methodology. The result highlights a trade-off between creating immersive game experiences and achieving learning objectives. Still, the outcome implies an impact on players’ perception of ICT integrated in the ER. The findings contribute to the emerging field of serious games for learning and shed light on the potential of game-based interventions for SMEs.
Recommended Citation
Fitz, Lukas; Veldyaeva, Ekaterina; Teutenberg, Lukas; Scheeg, Michaela; and Scheeg, Jochen, "Puzzle away the Puzzledness: Action-Design Study of an Educational Escape Room for Intervention in SMEs’ Perception towards ICT Adoption" (2024). Hawaii International Conference on System Sciences 2024 (HICSS-57). 4.
https://aisel.aisnet.org/hicss-57/ks/game/4
Puzzle away the Puzzledness: Action-Design Study of an Educational Escape Room for Intervention in SMEs’ Perception towards ICT Adoption
Hilton Hawaiian Village, Honolulu, Hawaii
Digital transformation initiatives in small and medium-sized enterprises (SME) are often hampered by individual practitioners’ perceptions of information and communication technology (ICT). This research employs an educational escape room (ER) game for an intervention towards informed decision-making on ICT adoption in SMEs. ER design and implementation are elaborated and consequently tested with SME practitioners, all embedded in an action-design study based on a qualitative research methodology. The result highlights a trade-off between creating immersive game experiences and achieving learning objectives. Still, the outcome implies an impact on players’ perception of ICT integrated in the ER. The findings contribute to the emerging field of serious games for learning and shed light on the potential of game-based interventions for SMEs.
https://aisel.aisnet.org/hicss-57/ks/game/4