Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge

Book Chapter (2019)
Author(s)

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)

Research Group
Organisation & Governance
DOI related publication
https://doi.org/10.1007/978-981-13-8039-6_32
More Info
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Publication Year
2019
Language
English
Research Group
Organisation & Governance
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.
Pages (from-to)
347-354
ISBN (print)
978-981-13-8038-9
ISBN (electronic)
978-981-13-8039-6
Downloads counter
285
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Institutional Repository
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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.

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