Abstract | ||
---|---|---|
This paper describes as a case study the first 12 months of a 2 year project developing a serious game targeted at a number of industrial sectors: aeronautical, automotive, civil construction, software and electronics. The paper presents the devised methodology to address the problems that emerged, mostly associated to the inherent barriers of managing a distributed team with equal participatory roles and responsibilities in the creative process of developing a serious game. Some of the lessons learnt are shared with the reader. |
Year | DOI | Venue |
---|---|---|
2007 | 10.1007/978-3-540-68262-2_23 | Lecture Notes in Business Information Processing |
Keywords | Field | DocType |
distributed brainstorming,conceptual design,serious games,distributed teams | Conceptual design,World Wide Web,Computer science,Engineering management,Knowledge management,Software,Electronics,Citizen journalism,Automotive industry | Conference |
Volume | ISSN | Citations |
8 | 1865-1348 | 0 |
PageRank | References | Authors |
0.34 | 10 | 2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Manuel Oliveira | 1 | 0 | 0.34 |
Heiko Duin | 2 | 9 | 6.90 |