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1 – 10 of 155
Article
Publication date: 9 March 2021

Thiago Machado Leitão, Leonardo Luiz Lima Navarro, Renato Flórido Cameira and Edison Renato Silva

This study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design…

Abstract

Purpose

This study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design characteristics? RQ2 – How rigorously each BPM game was evaluated in terms of their effectiveness and entertainment?.

Design/methodology/approach

We followed the PRISMA statement method and systematic literature review standards. Selected studies were analyzed using qualitative evidence synthesis.

Findings

We found 37 references that describe 15 serious games within the BPM domain. Games are diverse, ranging from analog games that need a few hours to complete to complex digital games that require many sessions. Game evaluation should be generally improved as 27 publications can be considered as quasi-experimental or nonexperimental and potentially biased.

Research limitations/implications

Future research should focus on developing new games about process implementation and using other notations besides BPMN. More studies testing the reliability and validity of existing games in different settings and using more rigorous experimental designs are also necessary. Practitioners can identify thoroughly evaluated games relevant to their learning objectives.

Originality/value

This is the first SLR about BPM games. It consolidates the literature, analyzes, describes and categorizes 15 games with respect to their internal characteristics and evaluation reliability.

Details

Business Process Management Journal, vol. 27 no. 3
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 14 April 2014

Mathews Nkhoma, Jaime Calbeto, Narumon Sriratanaviriyakul, Thu Muang, Quyen Ha Tran and Thanh Kim Cao

Simulation games have long been used as a teaching tool in the classroom environment mainly due to the high level of participation and engagement that students are able to…

Abstract

Purpose

Simulation games have long been used as a teaching tool in the classroom environment mainly due to the high level of participation and engagement that students are able to generate from these, making the learning process more enjoyable and capable to replicate real-life scenarios. Feedback given during the simulation helps to motivate students to find better solutions to the problems being presented in the games and thus enhance their hands-on knowledge on particular subjects. The purpose of this research is to provide empirical evidence of interrelations and impacts that exist between real-time continuous feedback and simulation game performance as well as the interrelations and impacts that exist between real-time continuous feedback and both students' attitude and engagement towards learning.

Design/methodology/approach

The research focused on 60 undergraduate students enrolled at the Centre of Commerce at RMIT University Vietnam who had taken at least three semesters at various programmes. For test purposes, the research employed a 3D IBM business process management (BPM) simulation game, INNOV8 developed by the IBM Academic Initiative (more information about the game is available at: www-01.ibm.com/software/solutions/soa/innov8/index.html). A web-based survey followed at the university grounds for the collection of data.

Findings

Students showed a favourable attitude towards learning through the simulation game. In addition, the real-time continuous feedback given during the simulation game had a positive impact on the students' cognitive learning outcomes.

Research limitations/implications

The sample size used was relatively small with 60 participants, most unfamiliar with the theories of BPM.

Originality/value

The originality of this research stems from the real-time and continuous nature of the feedback being given to students during the gameplay of a computer-based simulation game, and how this type of feedback could positively impact the students' learning outcomes.

Details

Interactive Technology and Smart Education, vol. 11 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Content available
Article
Publication date: 1 January 2013

Ian Brownhill

1503

Abstract

Details

Strategic HR Review, vol. 12 no. 1
Type: Research Article
ISSN: 1475-4398

Article
Publication date: 7 June 2011

Ross Brown, Jan Recker and Stephen West

Process modeling is a complex organizational task that requires many iterations and communication between the business analysts and the domain specialists. The challenge…

3309

Abstract

Purpose

Process modeling is a complex organizational task that requires many iterations and communication between the business analysts and the domain specialists. The challenge of process modeling is exacerbated, when the process of modeling has to be performed in a cross‐organizational, distributed environment. This paper aims to suggest a three‐dimensional (3D) environment for collaborative process modeling, using virtual world technology.

Design/methodology/approach

The paper suggests a new collaborative process modeling approach based on virtual world technology. It describes the design of an innovative prototype collaborative process modeling approach, implemented as a 3D Business Process Modeling Notation (BPMN) modeling environment in Second Life. We use a case study to evaluate the suggested approach.

Findings

Based on a case study application, the paper shows that our approach increases user empowerment and adds significantly to the collaboration and consensual development of process models even when the relevant stakeholders are geographically dispersed.

Research limitations/implications

The paper presents design work and a case study. More research is needed to more thoroughly evaluate the presented approach in a variety of real‐life process modeling settings.

Practical implications

The research outcomes as design artifacts are directly available and applicable by business process management professionals and can be used by business, system and process analysts in real‐world practice.

Originality/value

This research is the first reported attempt to develop a process modeling approach on the basis of virtual world technology. It describes a novel and innovative 3D BPMN modeling environment in Second Life.

Details

Business Process Management Journal, vol. 17 no. 3
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 31 March 2020

Sandra Bammert, Ulrich Matthias König, Maximilian Roeglinger and Tabitha Wruck

Business process improvement is vital for organizations as business environments are becoming ever more volatile, uncertain, complex and ambiguous. Process improvement…

Abstract

Purpose

Business process improvement is vital for organizations as business environments are becoming ever more volatile, uncertain, complex and ambiguous. Process improvement methods help organizations sustain competitiveness. Many existing methods, however, do not fit emerging business environments as they entail initiatives with long implementation times, high investments and limited involvement of process participants. What is needed are agile process improvement approaches. The purpose of this paper is to explore the potential of digital nudging – a concept offering tools that lead individuals to better decisions – to improve business processes.

Design/methodology/approach

Using process deviance as theoretical lens, an online experiment with 473 participants is conducted. Within the experiment, business processes and digital nudges are implemented to examine whether digital nudging can mitigate the weaknesses of existing process improvement methods.

Findings

Digital nudging can influence the decisions of process participants and entail positive process deviance that leads to process improvement opportunities. Further, the research gives a first hint on the effectiveness of different digital nudges and lays the foundation for future research.

Research limitations/implications

Since exploring a completely new field of research and conducting the experiment in a synthetic environment, the paper serves as a first step toward the combination of digital nudging, business process improvements and positive process deviance.

Originality/value

The major achievement reported in this paper is the exploration of a new field of research. Thus, digital nudging shapes up as a promising foundation for agile process improvement, a discovery calling for future research at the intersection of digital nudging and business process management.

Details

Business Process Management Journal, vol. 26 no. 6
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 3 December 2021

Larissa Ane Hora de Souza, Victor Diogho Heuer de Carvalho, Roberio José Rogério dos Santos and Jonhatan Magno Norte da Silva

This article aims to present a methodology applied to the transition between the “as-is” and “to-be” stages of the Business Process Management (BPM) life cycle, supporting…

Abstract

Purpose

This article aims to present a methodology applied to the transition between the “as-is” and “to-be” stages of the Business Process Management (BPM) life cycle, supporting its implementation and maintenance for the organizational stability, using techniques from Operations Research and Information and Decision Theories, applied by a gamified system.

Design/methodology/approach

The study used Design Science Research, considering the following methodological elements: (1) artifact model, after initial analysis of the organization; (2) problem relevance, incorporating components to the Markov transition matrix and the integer programming model for resource optimization; (3) model evaluation, establishing mechanisms to validate the methodology created; (4) research contributions, showing benefits found; (5) systematic approach, detailing methods used; (6) model's research process, revealing the means for execution; and (7) final presentation of results.

Findings

After planning three scenarios for the company, containing zero, one or two implemented processes, the matrix of states in the Markov chain effectively identified the states of greater and lesser transition uncertainty. At the same time, the optimization model guided the organization toward a stable change in its operational and financial areas.

Practical implications

The company's planning capacity has increased, as its managers now have a methodology to promote rational decisions about the development of plans. Before, managers believed that the methodology used was only for large companies. However, this view changed with the results, showing a structured view of the ability to absorb new customers, relocate established ones, increase the comfort level for employees and increase profitability for the company's business.

Originality/value

The study showed that the combination of techniques opens a new perspective to the incorporation of BPM in organizations, allows a smooth change between the current and future state, making it possible to predict the evolution of transition scenarios.

Details

Benchmarking: An International Journal, vol. 29 no. 8
Type: Research Article
ISSN: 1463-5771

Keywords

Article
Publication date: 25 November 2019

Dries Couckuyt and Amy Van Looy

Green Business Process Management (BPM) focusses on the ecological impact of business processes. Although it is an emerging field, different attitudes exist towards the…

1147

Abstract

Purpose

Green Business Process Management (BPM) focusses on the ecological impact of business processes. Although it is an emerging field, different attitudes exist towards the discipline’s name, the objectives and the approaches to realise them. By means of a systematic literature review, the purpose of this paper is to arrive at a common understanding of the discipline for successful development.

Design/methodology/approach

The review methodology relies on a hermeneutic framework which integrates the search, analysis and interpretation of the literature. The sample is used in a text analysis to find an appropriate definition (RQ1), a bibliometric analysis to give insights in current Green BPM contributions (RQ2) and a content analysis to present differences with conventional BPM (RQ3).

Findings

Green BPM follows a similar development as conventional BPM, namely from a more technical perspective to also including the managerial perspective. More research is required that goes beyond the traditional business process lifecycle.

Originality/value

The research questions generated a comprehensive overview about application domains and research topics, which in turn can deliver benefits for both research and practitioner-related communities. Researchers identify future research avenues, while practitioners find appropriate Green BPM techniques for their domain.

Details

Business Process Management Journal, vol. 26 no. 2
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 1 June 2012

Ravi Seethamraju

The purpose of this paper is to analyse the inadequacies of current business education in the context of “process”. It presents an analysis of the background to business…

12680

Abstract

Purpose

The purpose of this paper is to analyse the inadequacies of current business education in the context of “process”. It presents an analysis of the background to business processes in historical perspective and posits the significance of business management for today's business education. It argues the importance of business processes and business process management (BPM) in the context of the current and emerging information technologies (IT) and business education and highlights its ability to offer a missing link between business, IT and strategy.

Design/methodology/approach

The approach involves analysis and review of the literature and analysis of secondary data.

Findings

Even though business processes have been the subject of formal study from multiple perspectives for a long time, since the start of industrial age, processes still are not well understood, left unmanaged and poorly executed. With business schools teaching primarily function specific and narrow and IT schools focused on narrow technical skills, learning and understanding “process view” and “integration” is left to the individual student or academic, this study observes. It posits the significance of BPM and highlights its ability to provide the missing link to business education. It reports on the strategies employed by business schools and discusses the challenges in BPM education.

Research limitations/implications

Recognising the importance of BPM by business schools and embedding the BPM concepts and tools in a unified integrated curriculum across the business school with an inter‐disciplinary focus is challenging for business schools. Further studies, investigating how practitioners perceive this gap and on the effectiveness of different strategies of teaching BPM, are important.

Practical implications

These findings will help practitioners in understanding the gap between university education and practice and to develop appropriate training and development strategies.

Originality/value

The paper provides an analysis of the concept of “process” from an historical perspective and posits BPM as a missing link in business education that delivers “integration” and “process orientation” to business students.

Details

Business Process Management Journal, vol. 18 no. 3
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 19 September 2018

Andrea Caputo, Raffaele Fiorentino and Stefano Garzella

The purpose of this paper is to examine some of the new capabilities that are required for the facilitation of business processes management (BPM) in the current political…

1887

Abstract

Purpose

The purpose of this paper is to examine some of the new capabilities that are required for the facilitation of business processes management (BPM) in the current political and technological landscape. Specifically, the goal is to investigate the role of firm boundaries, from a business processes perspective, in new contexts in which the affirmation of digitalization requires more integration across a complex network of partners.

Design/methodology/approach

The paper is based on a review of relevant literature on BPM, firm boundaries and negotiation. By critically integrating this literature, a framework is developed with the objective of supporting the management of boundaries.

Findings

BPM, new competitive contexts, and the technological landscape require the development and management of boundary capabilities. Among these capabilities, “boundary management” – how managers coordinate resources, activities and business processes on the boundaries of the firm – should play a key role. Moreover, as managers must continuously interact with multiple partners in digital supply chains, the organizational model of negotiation serves as a means of effectively managing firm boundaries.

Practical implications

The framework offers insights and guidelines that can help practitioners manage the boundaries of business processes. The authors encourage a focus on business processes occurring at firm boundaries. Furthermore, the authors encourage the development of new capabilities in response to the needs of practitioners to ensure best practices of negotiation.

Originality/value

This study shifts the emphasis of BPM from the boundaries of management to the management of boundaries. By shedding light on new capabilities required, this paper enriches the BPM literature and can assist, on the one hand, in reconfiguring business processes in the new political and technological landscape and, on the other hand, in facilitating effective negotiation.

Details

Business Process Management Journal, vol. 25 no. 3
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 22 October 2018

Jean Paul Simon

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital…

1721

Abstract

Purpose

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models.

Design/methodology/approach

The paper is based on desk research, a review of literature and trade press and comments from experts and industry players.

Findings

The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies.

Research limitations/implications

The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem.

Practical implications

This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive.

Social implications

The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model.

Originality/value

Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.

Details

Digital Policy, Regulation and Governance, vol. 20 no. 5
Type: Research Article
ISSN: 2398-5038

Keywords

1 – 10 of 155