---
_id: '7031'
abstract:
- lang: eng
  text: "The worldwide digitalization of companies changes work processes and organization
    of work. Digital technologies will improve productivity, efficiency, and ergonomics
    at the workplace. In higher education of industrial engineering, students need
    to reflect positive and negative consequences when designing work systems.\r\n\r\nThe
    initial success of technological solutions depends on people's attitude towards
    their actual benefit (Venkatesh & Bala, 2008). Some studies suggest that people's
    attitude changes with cultural background (Straub, Keil & Brenner, 1997). There
    is little research in an educational context on how people perceive digital technologies'
    impact on employee well-being and organisational performance, and how this perception
    differs based on culture. Therefore, this study investigates these differences
    from an intercultural perspective by comparing German and Japanese engineering
    students.\r\n\r\nReferring to problem-based learning, we present a serious game
    that confronts players with solving fictive problems of a manufacturer of refrigerators
    by choosing between technological and traditional solutions. Initially, players
    choose individual well-being and organisational performance criteria out of a
    set of possible criteria. In four subsequent rounds, players pick a problem card
    that they have to solve using technological or traditional solutions. Players
    assess the impact of their choice considering their initially selected criteria
    of individual well-being and organisational performance. A player wins by achieving
    the highest score, which results from how well players solve their problems with
    the given solutions and how well these influence their initially selected criteria.
    A software supports the game by computing each players’ score and storing the
    game data. The purpose of the serious game is twofold. First, incorporating the
    serious game into teaching allows supporting multiple dimensions of learning goals
    (cf. Krathwohl, 2002) and stimulating students' learning processes. Second, it
    enables data collection about players' perceived impacts of digital technologies
    on employee well-being and organisational performance.\r\n\r\nWe describe the
    game rules and processes and discuss implications in the learning processes of
    students crossing boundaries. We present the results of playing the game with
    43 students in Germany and 60 students in Japan by analysing the two games' collected
    data individually and by comparing the results."
author:
- first_name: Jan-Phillip
  full_name: Herrmann, Jan-Phillip
  id: '75846'
  last_name: Herrmann
- first_name: Y.
  full_name: Nemoto, Y.
  last_name: Nemoto
- first_name: Dennis
  full_name: Kobelt, Dennis
  id: '73860'
  last_name: Kobelt
- first_name: M.
  full_name: Goppold, M.
  last_name: Goppold
- first_name: Sven
  full_name: Tackenberg, Sven
  id: '71470'
  last_name: Tackenberg
citation:
  ama: 'Herrmann J-P, Nemoto Y, Kobelt D, Goppold M, Tackenberg S. An Educational
    Serious Game for investigating perceived Impacts of Digital Technologies on Employee
    Well-Being and Organizational Performance. In: Köhler T, Schoop E, Kahnwald N,
    Sonntag R, eds. <i>Gemeinschaften in Neuen Medien : Digitale Partizipation in
    Hybriden Realitäten Und Gemeinschaften</i>. Dresden: TUDpress; 2021:246-255.'
  apa: 'Herrmann, J.-P., Nemoto, Y., Kobelt, D., Goppold, M., &#38; Tackenberg, S.
    (2021). An Educational Serious Game for investigating perceived Impacts of Digital
    Technologies on Employee Well-Being and Organizational Performance. In T. Köhler,
    E. Schoop, N. Kahnwald, &#38; R. Sonntag (Eds.), <i>Gemeinschaften in Neuen Medien :
    Digitale Partizipation in hybriden Realitäten und Gemeinschaften</i> (pp. 246–255).
    Dresden: TUDpress.'
  bjps: '<b>Herrmann J-P <i>et al.</i></b> (2021) An Educational Serious Game for
    Investigating Perceived Impacts of Digital Technologies on Employee Well-Being
    and Organizational Performance. In Köhler T et al. (eds), <i>Gemeinschaften in
    Neuen Medien : Digitale Partizipation in Hybriden Realitäten Und Gemeinschaften</i>.
    Dresden: TUDpress, pp. 246–255.'
  chicago: 'Herrmann, Jan-Phillip, Y. Nemoto, Dennis Kobelt, M. Goppold, and Sven
    Tackenberg. “An Educational Serious Game for Investigating Perceived Impacts of
    Digital Technologies on Employee Well-Being and Organizational Performance.” In
    <i>Gemeinschaften in Neuen Medien : Digitale Partizipation in Hybriden Realitäten
    Und Gemeinschaften</i>, edited by Thomas Köhler, Eric Schoop, Nina Kahnwald, and
    R. Sonntag, 246–55. Dresden: TUDpress, 2021.'
  chicago-de: 'Herrmann, Jan-Phillip, Y. Nemoto, Dennis Kobelt, M. Goppold und Sven
    Tackenberg. 2021. An Educational Serious Game for investigating perceived Impacts
    of Digital Technologies on Employee Well-Being and Organizational Performance.
    In: <i>Gemeinschaften in Neuen Medien : Digitale Partizipation in hybriden Realitäten
    und Gemeinschaften</i>, hg. von Thomas Köhler, Eric Schoop, Nina Kahnwald, und
    R. Sonntag, 246–255. Dresden: TUDpress.'
  din1505-2-1: '<span style="font-variant:small-caps;">Herrmann, Jan-Phillip</span>
    ; <span style="font-variant:small-caps;">Nemoto, Y.</span> ; <span style="font-variant:small-caps;">Kobelt,
    Dennis</span> ; <span style="font-variant:small-caps;">Goppold, M.</span> ; <span
    style="font-variant:small-caps;">Tackenberg, Sven</span>: An Educational Serious
    Game for investigating perceived Impacts of Digital Technologies on Employee Well-Being
    and Organizational Performance. In: <span style="font-variant:small-caps;">Köhler,
    T.</span> ; <span style="font-variant:small-caps;">Schoop, E.</span> ; <span style="font-variant:small-caps;">Kahnwald,
    N.</span> ; <span style="font-variant:small-caps;">Sonntag, R.</span> (Hrsg.):
    <i>Gemeinschaften in Neuen Medien : Digitale Partizipation in hybriden Realitäten
    und Gemeinschaften</i>. Dresden : TUDpress, 2021, S. 246–255'
  havard: 'J.-P. Herrmann, Y. Nemoto, D. Kobelt, M. Goppold, S. Tackenberg, An Educational
    Serious Game for investigating perceived Impacts of Digital Technologies on Employee
    Well-Being and Organizational Performance, in: T. Köhler, E. Schoop, N. Kahnwald,
    R. Sonntag (Eds.), Gemeinschaften in Neuen Medien : Digitale Partizipation in
    Hybriden Realitäten Und Gemeinschaften, TUDpress, Dresden, 2021: pp. 246–255.'
  ieee: 'J.-P. Herrmann, Y. Nemoto, D. Kobelt, M. Goppold, and S. Tackenberg, “An
    Educational Serious Game for investigating perceived Impacts of Digital Technologies
    on Employee Well-Being and Organizational Performance,” in <i>Gemeinschaften in
    Neuen Medien : Digitale Partizipation in hybriden Realitäten und Gemeinschaften</i>,
    Dresden, 2021, pp. 246–255.'
  mla: 'Herrmann, Jan-Phillip, et al. “An Educational Serious Game for Investigating
    Perceived Impacts of Digital Technologies on Employee Well-Being and Organizational
    Performance.” <i>Gemeinschaften in Neuen Medien : Digitale Partizipation in Hybriden
    Realitäten Und Gemeinschaften</i>, edited by Thomas Köhler et al., TUDpress, 2021,
    pp. 246–55.'
  short: 'J.-P. Herrmann, Y. Nemoto, D. Kobelt, M. Goppold, S. Tackenberg, in: T.
    Köhler, E. Schoop, N. Kahnwald, R. Sonntag (Eds.), Gemeinschaften in Neuen Medien :
    Digitale Partizipation in Hybriden Realitäten Und Gemeinschaften, TUDpress, Dresden,
    2021, pp. 246–255.'
  ufg: '<b>Herrmann, Jan-Phillip et. al. (2021)</b>: An Educational Serious Game for
    investigating perceived Impacts of Digital Technologies on Employee Well-Being
    and Organizational Performance, in: Thomas Köhler et. al. (Hgg.): <i>Gemeinschaften
    in Neuen Medien : Digitale Partizipation in hybriden Realitäten und Gemeinschaften</i>,
    Dresden, S. 246–255.'
  van: 'Herrmann J-P, Nemoto Y, Kobelt D, Goppold M, Tackenberg S. An Educational
    Serious Game for investigating perceived Impacts of Digital Technologies on Employee
    Well-Being and Organizational Performance. In: Köhler T, Schoop E, Kahnwald N,
    Sonntag R, editors. Gemeinschaften in Neuen Medien : Digitale Partizipation in
    hybriden Realitäten und Gemeinschaften. Dresden: TUDpress; 2021. p. 246–55.'
conference:
  end_date: 2021-10-08
  location: Dresden
  name: 24. Workshop GeNeMe '21, Gemeinschaften in Neuen Medien
  start_date: 2021-10-06
date_created: 2022-02-08T14:22:29Z
date_updated: 2023-03-15T13:50:09Z
department:
- _id: DEP7020
- _id: DEP1305
editor:
- first_name: Thomas
  full_name: Köhler, Thomas
  last_name: Köhler
- first_name: Eric
  full_name: Schoop, Eric
  last_name: Schoop
- first_name: Nina
  full_name: Kahnwald, Nina
  last_name: Kahnwald
- first_name: R.
  full_name: Sonntag, R.
  last_name: Sonntag
language:
- iso: eng
page: 246 - 255
place: Dresden
publication: 'Gemeinschaften in Neuen Medien : Digitale Partizipation in hybriden
  Realitäten und Gemeinschaften'
publication_status: published
publisher: TUDpress
status: public
title: An Educational Serious Game for investigating perceived Impacts of Digital
  Technologies on Employee Well-Being and Organizational Performance
type: conference
user_id: '71470'
year: 2021
...
