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dc.contributor.advisorMitrovic, Zoran
dc.contributor.authorGrove, Wouter Johannes
dc.date.accessioned2021-04-20T10:38:56Z
dc.date.available2021-04-20T10:38:56Z
dc.date.issued2014
dc.identifier.urihttp://hdl.handle.net/11394/8217
dc.descriptionMagister Commercii - MComen_US
dc.description.abstractThe 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.en_US
dc.language.isoenen_US
dc.publisherUniversity of the Western Capeen_US
dc.subjectSocial Onlineen_US
dc.subjectSocial Online Simulation Gamesen_US
dc.subjectKnowledge Transferen_US
dc.subjectICT Skillsen_US
dc.subjecteCompetenciesen_US
dc.subjecteCompetence Frameworken_US
dc.subjecteLearningen_US
dc.subjectExperiential Learningen_US
dc.subjectSimulationen_US
dc.subjectLeadershipen_US
dc.subjectSocial Gamingen_US
dc.subjectMassive Multiplayer Online Gamesen_US
dc.subjectFlow Theoryen_US
dc.titleCompetencies for successful use of social online simulation games within organisational leadership developmenten_US
dc.rights.holderUniversity of the Western Capeen_US


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