Competencies for successful use of social online simulation games within organisational leadership development

Magister Commercii - MCom === The humble Pong arcade game at the corner store ignited a fundamental culture shift in the 1970s and it is increasingly gaining momentum. A generation of gamers is already permeating organisations. The socio-cultural phenomenon of digital gaming has become pervasive. Th...

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Main Author: Grove, Wouter Johannes
Other Authors: Mitrovic, Zoran
Language:en
Published: University of the Western Cape 2021
Subjects:
Online Access:http://hdl.handle.net/11394/8217
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spelling ndltd-netd.ac.za-oai-union.ndltd.org-uwc-oai-etd.uwc.ac.za-11394-82172021-04-22T05:08:50Z Competencies for successful use of social online simulation games within organisational leadership development Grove, Wouter Johannes Mitrovic, Zoran Social Online Social Online Simulation Games Knowledge Transfer ICT Skills eCompetencies eCompetence Framework eLearning Experiential Learning Simulation Leadership Social Gaming Massive Multiplayer Online Games Flow Theory Magister Commercii - MCom The humble Pong arcade game at the corner store ignited a fundamental culture shift in the 1970s and it is increasingly gaining momentum. A generation of gamers is already permeating organisations. The socio-cultural phenomenon of digital gaming has become pervasive. The intersection point of the three trends, Ubiquitous Computing, Ubiquitous Gaming and Social Networking, is the focus point of this study. It is at this intersection point that both social online gaming and cutting-edge leadership competencies co-exist and have the potential to flourish when implemented with caution and circumspection. Leadership is frequently touted as an almost mystical holy grail in modern business. Leadership :pevelopment is therefore often recognised as a critical pivot for business success. If business leaders can successfully utilise game-based learning to maximise their return on investment in Leadership Development initiatives, this may not only increase business metrics, but also enable business leaders to leave a lasting legacy by sculpting new generations of leaders who are ready and able to face the future. Social Online Simulation Gaming (SOSG) as a learning design and learning technology can prove particularly valuable as a leadership and skills development tool within the "digimodem" world. Current literature, however, does not provide a clearly focused framework for the implementation of ICT supported game-based Leadership Development technologies within the information economy. Current literature fails to integrate and take into account aspects critical to the successful utilisation of SOSG, such as the principles of "Flow Design", the often "Puppet Master" role and the interrelatedness, even interdependence, of the required utilisation competencies There is currently not a clear and specific framework for evaluating the Information and Communication Technology (ICT) competencies, knowledge, skills and attitudes required to successfully use Socia1 ·bnline Simulation Games software within the context of Organisational Leaden;hip Development. This study aimed to create and refine a framework for evaluating the ICT competencies required to successfully implement SOSG as Leadership Development tool. 2021-04-20T10:38:56Z 2021-04-20T10:38:56Z 2014 http://hdl.handle.net/11394/8217 en University of the Western Cape University of the Western Cape
collection NDLTD
language en
sources NDLTD
topic Social Online
Social Online Simulation Games
Knowledge Transfer
ICT Skills
eCompetencies
eCompetence Framework
eLearning
Experiential Learning
Simulation
Leadership
Social Gaming
Massive Multiplayer Online Games
Flow Theory
spellingShingle Social Online
Social Online Simulation Games
Knowledge Transfer
ICT Skills
eCompetencies
eCompetence Framework
eLearning
Experiential Learning
Simulation
Leadership
Social Gaming
Massive Multiplayer Online Games
Flow Theory
Grove, Wouter Johannes
Competencies for successful use of social online simulation games within organisational leadership development
description Magister Commercii - MCom === The humble Pong arcade game at the corner store ignited a fundamental culture shift in the 1970s and it is increasingly gaining momentum. A generation of gamers is already permeating organisations. The socio-cultural phenomenon of digital gaming has become pervasive. The intersection point of the three trends, Ubiquitous Computing, Ubiquitous Gaming and Social Networking, is the focus point of this study. It is at this intersection point that both social online gaming and cutting-edge leadership competencies co-exist and have the potential to flourish when implemented with caution and circumspection. Leadership is frequently touted as an almost mystical holy grail in modern business. Leadership :pevelopment is therefore often recognised as a critical pivot for business success. If business leaders can successfully utilise game-based learning to maximise their return on investment in Leadership Development initiatives, this may not only increase business metrics, but also enable business leaders to leave a lasting legacy by sculpting new generations of leaders who are ready and able to face the future. Social Online Simulation Gaming (SOSG) as a learning design and learning technology can prove particularly valuable as a leadership and skills development tool within the "digimodem" world. Current literature, however, does not provide a clearly focused framework for the implementation of ICT supported game-based Leadership Development technologies within the information economy. Current literature fails to integrate and take into account aspects critical to the successful utilisation of SOSG, such as the principles of "Flow Design", the often "Puppet Master" role and the interrelatedness, even interdependence, of the required utilisation competencies There is currently not a clear and specific framework for evaluating the Information and Communication Technology (ICT) competencies, knowledge, skills and attitudes required to successfully use Socia1 ·bnline Simulation Games software within the context of Organisational Leaden;hip Development. This study aimed to create and refine a framework for evaluating the ICT competencies required to successfully implement SOSG as Leadership Development tool.
author2 Mitrovic, Zoran
author_facet Mitrovic, Zoran
Grove, Wouter Johannes
author Grove, Wouter Johannes
author_sort Grove, Wouter Johannes
title Competencies for successful use of social online simulation games within organisational leadership development
title_short Competencies for successful use of social online simulation games within organisational leadership development
title_full Competencies for successful use of social online simulation games within organisational leadership development
title_fullStr Competencies for successful use of social online simulation games within organisational leadership development
title_full_unstemmed Competencies for successful use of social online simulation games within organisational leadership development
title_sort competencies for successful use of social online simulation games within organisational leadership development
publisher University of the Western Cape
publishDate 2021
url http://hdl.handle.net/11394/8217
work_keys_str_mv AT grovewouterjohannes competenciesforsuccessfuluseofsocialonlinesimulationgameswithinorganisationalleadershipdevelopment
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