Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge
V. Roungas (TU Delft - Technology, Policy and Management)
J.C. Lo (TU Delft - Technology, Policy and Management, ProRail)
R. Angeletti (Student TU Delft)
S.A. Meijer (KTH Royal Institute of Technology, TU Delft - Technology, Policy and Management)
A. Verbraeck (TU Delft - Technology, Policy and Management)
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Abstract
Games used by organizations generate a wealth of valuable output in terms of knowledge. In order to maintain the produced knowledge, such as the explicit, e.g., logging and questionnaires, and implicit/tacit knowledge, e.g., experience from game sessions, a knowledge management system (KMS) should be employed. This paper starts by giving a brief description of the building blocks for a KMS and then proposes a methodology that combines three different methods, namely, semi-structured interviews, causal maps, and the Q-methodology, to illustrate how tacit knowledge from principal stakeholders (game designers and project team members) can be extracted as part of building a KMS. The proposed methodology is applied in a case study related to the railway sector.