Abstract
The aim of this contribution is to investigate the role of serious games in creating corporate identity. The author focuses on showing how serious games determine the way in which organizations behave in the modern reality. To narrow the scope of the research, the author coins the concept of online ludic corporate identity to study the role of serious games in creating and maintaining organizational personae on the web and its image in the eyes of the broadly understood online users. The theoretical discussion is supported by a case study on the way in which selected organizations offer serious games at their websites to foster knowledge on monetary issues among different players.
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Bielenia-Grajewska, M. (2017). Serious Games and Their Application in Creating Corporate Identity. In: Nakatsu, R., Rauterberg, M., Ciancarini, P. (eds) Handbook of Digital Games and Entertainment Technologies. Springer, Singapore. https://doi.org/10.1007/978-981-4560-50-4_53
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DOI: https://doi.org/10.1007/978-981-4560-50-4_53
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