Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Simulation and Gaming - Special 30th anniversary issue, part 2
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
A Case Study in the Design of Interactive Narrative: The Subversion of the Interface
Simulation and Gaming
Crossroads
Second life®: a guide to your virtual world
Second life®: a guide to your virtual world
Managing a non-linear scenario – a narrative evolution
ICVS'05 Proceedings of the Third international conference on Virtual Storytelling: using virtual reality technologies for storytelling
Smart Icebreaker: basic design for a serious game that promotes intimacy among group members
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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Intercultural communication has moved past the need to have basic knowledge of how to interact with other cultures. In today's "global market", intercultural business transactions are commonplace and simply knowing what general behaviors are acceptable in intercultural exchanges is just the beginning. Serious games and simulations may provide a way to facilitate intercultural communications training for business professionals. In this paper, we present the design of a team-based (collaborative), player-driven serious game that applies group and team dynamics, leadership, and intercultural communication theories to move beyond the "bow, kiss, or shake" training common in international business. We present the players with cultural information in a nonlinear emergent narrative fashion enabling them to develop strategy and employ their knowledge. Our design emphasizes exploration, role-playing and team work in a multi-cultural setting facilitating the learning process of other cultures communication needs and customs.