3 research outputs found

    CADRU GENERAL PENTRU FOLOSIREA TEHNICILOR DIN JOCURI VIDEO ÎN PROCESUL DE SCHIMBARE ORGANIZAŢIONALĂ

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    În acest articol studiem felul în care tehnicile din jocuri video pot fi folosite în procesul de schimbare organizaţională din perspectiva comunicării organizaţionale, cu obiectivul de a eficientiza schimbarea şi de a integra în contextul orga­ni­zaţional noile elementele schimbate, fără a avea un impact cultural care să perturbe activitatea. Modelul teoretic propus are la bază un studiu documentar efectuat în două domenii diferite: cel al schimbării organizaţionale şi cel al Gamification. Pentru a putea ajunge la o soluţie mai complexă şi mai generală, am ales specificul cercetării calitative, dar ţinând cont de rezultatele altor cercetări cantitative făcute în literatura de specialitate. Contribuţia principală în domeniul schimbării organizaţionale a acestei cercetări este încercarea de a stabili structura generală a unui model teoretic pentru felul în care putem folosi Gamification în procesul de schimbare organizaţională şi pentru momentul când o astfel de abordare este oportună.A GENERAL FRAMEWORK FOR THE USE OF VIDEO GAME DESIGN TECHNIQUES IN THE ORGANIZATIONAL CHANGE PROCESSIn this paper we look at how techniques used in video games can be applied to the organizational change process, from the perspective of organizational communication, with the purpose to increase the efficacy of change and to successfully integrate in the organizational context the new elements, without having a negative impact on the culture or the activity. The proposed theoretical model is based on literature review conducted in the fields of Gamification and organizational communication. In order to reach a comprehensive and general solution we chose the specifics of qualitative research, but we also use the conclusions of quantitative research existent in the current literature. The main contribution of this research in the field of organizational change is the proposed general structure of a theoretical model that can be used as a guide in implementing Gamification within the organizational change process, as well as a guide in deciding the appropriate moment.</p

    Research and Science Today No. 2(6)/2013

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    RESEARCH AND SCIENCE TODAY is a biannual science journal established in 2011. The journal is an informational platform that publishes assessment articles and the results of various scientific research carried out by academics. We provide the authors with the opportunity to create and/or perfect their science writing skills. Thus, each issue of the journal (two per year and at least two supplements) will contain professional articles from any academic field, authored by domestic and international academics. The goal of this journal is to pass on relevant information to undergraduate, graduate, and post-graduate students as well as to fellow academics and researchers; the topics covered are unlimited, considering its multi-disciplinary profile. Regarding the national and international visibility of Research and Science Today, it is indexed in over 30 international databases (IDB) and is present in over 200 online libraries and catalogues; therefore, anybody can easily consult the articles featured in each issue by accessing the databases or simply the website

    Research and Science Today

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