TY - CHAP
T1 - Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge
AU - Roungas, V.
AU - Lo, J.C.
AU - Angeletti, R.
AU - Meijer, S.A.
AU - Verbraeck, A.
N1 - Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.
PY - 2019
Y1 - 2019
N2 - Games used by organizations generate a wealth of valuable output in terms of knowledge. In order to maintain the produced knowledge, such as the explicit, e.g., logging and questionnaires, and implicit/tacit knowledge, e.g., experience from game sessions, a knowledge management system (KMS) should be employed. This paper starts by giving a brief description of the building blocks for a KMS and then proposes a methodology that combines three different methods, namely, semi-structured interviews, causal maps, and the Q-methodology, to illustrate how tacit knowledge from principal stakeholders (game designers and project team members) can be extracted as part of building a KMS. The proposed methodology is applied in a case study related to the railway sector.
AB - Games used by organizations generate a wealth of valuable output in terms of knowledge. In order to maintain the produced knowledge, such as the explicit, e.g., logging and questionnaires, and implicit/tacit knowledge, e.g., experience from game sessions, a knowledge management system (KMS) should be employed. This paper starts by giving a brief description of the building blocks for a KMS and then proposes a methodology that combines three different methods, namely, semi-structured interviews, causal maps, and the Q-methodology, to illustrate how tacit knowledge from principal stakeholders (game designers and project team members) can be extracted as part of building a KMS. The proposed methodology is applied in a case study related to the railway sector.
KW - Knowledge management system
KW - Game requirements
KW - Tacit knowledge
UR - https://www.scopus.com/pages/publications/105039035569
U2 - 10.1007/978-981-13-8039-6_32
DO - 10.1007/978-981-13-8039-6_32
M3 - Chapter
SN - 978-981-13-8038-9
T3 - Translational Systems Sciences book series
SP - 347
EP - 354
BT - Neo-Simulation and Gaming Toward Active Learning
A2 - Hamada, Ryoju
A2 - Soranastaporn, Songsri
A2 - Kanegae, Hidehiko
A2 - Dumrongrojwatthana, Pongchai
A2 - Chaisanit, Settachai
A2 - Rizzi, Paola
A2 - Dumblekar, Vinod
ER -