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.
CITATION STYLE
Roungas, B., Lo, J. C., Angeletti, R., Meijer, S., & Verbraeck, A. (2019). Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge (pp. 347–354). https://doi.org/10.1007/978-981-13-8039-6_32
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