Development and preliminary evaluation of a serious game to communicate a digitally enhanced advance service (DEAS) offer

Mohammed Soheeb Khan, Vassilis Charissis, David Harrison

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Abstract

DEAS are a cluster of high-value business models that focus on the delivery of outcomes rather than products to customers (DEAS NetworkPlus, 2020). Advance Service offers can be challenging to communicate and limit businesses understanding in the value and benefits. This can be costly both for customers and service providers. This has initiated researchers to explore innovative digital technologies to enhance the communication, education and engagement of customers about DEAS offers (DEAS NetworkPlus, 2019). This work employed Serious Games as an innovative technology to research if DEAS offers can be communicated to current and future customers, whilst engaging and educating them about the DEAS benefits. Thus, this project was developed in collaboration with the Howden Group which are a global engineering business who focuses on providing their clients with industrial air and gas handling assets (Howden Group, 2021). Howden provided their DEAS “service agreement” offer, as an industry example. This offer was split into services and benefits, recommended to the player as controls, perks and upgrades in the game. The game simulation challenges the users with random equipment malfunctions, forcing them to select appropriate DEAS solutions and learn in a chaos-based scenario.
Original languageEnglish
Title of host publicationServitization: A Pathway towards a Resilient, Productive and Sustainable Future
Subtitle of host publicationProceedings of The Spring Servitization Conference 2021
Place of PublicationBirmingham
Pages287-289
Number of pages3
ISBN (Electronic)978185444993
Publication statusPublished - 31 May 2021
EventThe Spring Servitization Conference 2021 -
Duration: 10 May 202112 May 2021
https://www.advancedservicesgroup.co.uk/ssc2021

Publication series

Name
ISSN (Print)None

Conference

ConferenceThe Spring Servitization Conference 2021
Period10/05/2112/05/21
Internet address

Keywords

  • Serious Game, DEAS, Servitization, Gamification, Simulation, Learning

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  • Can gamification improve user experience (UX) of servitization in the financial and construction sector?

    Khan, M. S., Charissis, V. & Harrison, D. K., 25 Nov 2022, HCI International 2022 – Late Breaking Papers. Interaction in New Media, Learning and Games - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings. Meiselwitz, G., Moallem, A., Zaphiris, P., Ioannou, A., Ioannou, A., Sottilare, R. A., Schwarz, J. & Fang, X. (eds.). Springer Nature, Vol. 13157. p. 592-603 12 p. (Lecture Notes in Computer Science).

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  • Improving user experience and communication of digitally enhanced advanced services (DEAS) offers in manufacturing sector

    Khan, M. S., Charissis, V., Godsiff, P., Wood, Z., Falah, J. F., Alfalah, S. F. M. & Harrison, D. K., Mar 2022, In: Multimodal Technologies and Interaction. 6, 3, 21.

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    7 Citations (Scopus)
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  • Servitization through VR serious games: from manufacturing to consumer electronics

    Charissis, V., Khan, M. S. & Harrison, D. K., 25 Nov 2022, HCI International 2022 – Late Breaking Papers. Interaction in New Media, Learning and Games - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings. Meiselwitz, G., Moallem, A., Zaphiris, P., Ioannou, A., Ioannou, A., Sottilare, R. A., Schwarz, J. & Fang, X. (eds.). Springer Nature, Vol. 13517. p. 545-555 11 p. (Lecture Notes in Computer Science).

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

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    42 Downloads (Pure)

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