Abstract
Despite efforts made, it is still difficult to clearly grasp the situation of disability within companies. Therefore, to overcome this problem, this paper proposes and describes an innovative tool that may facilitate corporate governance. The tool is a serious game developed on an interactive RFID tabletop associated with tangible objects. The serious game is called SG-HANDI. It is designed to be used in disability awareness sessions in companies. It implies directors, managers and employees and proposes a set of challenges to be solved as a team. The objective is to encourage stakeholders to think and act collectively for a more accessible company.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Lebrun, Y., Vispi, N., Lepreux, S., Chaabane, S., Kolski, C.: Simulation on an RFID interactive tabletop with tangible objects of future working conditions: prospects for implementation in the hospital sector. In: Chaabane, S., Cousein, E., Wieser, P. (eds.) Healthcare Systems: Challenges and Opportunities, pp. 115–127. ISTE & Wiley, London (2022)
Vispi, N., Lebrun, Y., Lepreux, S., Chaabane, S., Kolski, C.: Simulation on RFID interactive tabletop of working conditions in industry 4.0. In: Borangiu, T., Trentesaux, D., Leitão, P., Cardin, O., Lamouri, S. (eds.) SOHOMA 2020. Studies in Computational Intelligence, vol. 952, pp. 343–354. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-69373-2_24
Lebrun, Y., Adam, A., Mandiau, R., Kolski, C.: A model for managing interactions between tangible and virtual agents on an RFID interactive tabletop: case study in traffic simulation. J. Comput. Syst. Sci. 81(3), 585–598 (2015)
Mourali, Y., et al.: Conception centrée utilisateur d’un jeu sérieux sur table interactive avec objets tangibles: application au handicap en entreprise. 34ème Conférence Internationale Francophone sur l’Interaction Humain-Machine (2023)
Mourali, Y., et al.: Design and prototyping of a serious game on interactive tabletop with tangible objects for disability awareness in companies. AAATE: Assistive Technology: Shaping a sustainable and inclusive world (2023)
Harder, H.D., Geisen, T.: Disability Management and Workplace Integration International Research Findings. Routledge, London (2016)
ILO: Business as unusual: Making workplaces inclusive of people with disabilities. Working Paper No 3. Bureau for Employers’ Activities and Skills and Employability Department, Geneva (2014). https://www.ilo.org/wcmsp5/groups/public/---ed_emp/---ifp_skills/documents/publication/wcms_316815.pdf
ILO: Disability in the Workplace, Company Practices. Working Paper No 3, Bureau for Employers’ Activities and Skills and Employability Department, Geneva (2010). https://www.ilo.org/wcmsp5/groups/public/@ed_emp/@ifp_skills/documents/publication/wcms_150658.pdf
Riley, C.: Disability and Business: Best Practices and Strategies for Inclusion. UPNE, Lebanon (2006)
ERI: 10 Ways for Employers to Promote a Disability-Friendly Workplace. Advocacy, Featured, News (2020). https://eri-wi.org/blog/2020/10/01/national-disability-awareness-month-2020/
Wolberger, L.: Ways to Promote Disability Awareness in the Workplace. Forbes (2022). https://www.forbes.com/sites/forbestechcouncil/2022/09/13/ways-to-promote-disability-awareness-in-the-workplace/?sh=7f3616463f24
Thriiver: Your Guide to Disability Awareness in the Workplace (2023). https://thriiver.co.uk/disability-awareness-in-the-workplace/
Alvarez, J., Djaouti, D.: Serious Game: An Introduction. Questions Théoriques (2012)
Alvarez, J., et al.: A formal approach to distinguish games, toys, serious games & toys, serious re-purposing & modding and simulators. IEEE Trans. Games 15, 399–410 (2022)
Dimitriadou, A., Djafarova, N., Turetken, O., Verkuyl, M., Ferworn, A.: Challenges in serious game design and development: educators’ experiences. Simul. Gaming 52(2), 132–152 (2021). https://doi.org/10.1177/1046878120944197
Lewis, J.R.: Measuring perceived usability: the CSUQ, SUS, and UMUX. Int. J. Hum.-Comput. Interact. 34(12), 1148–1156 (2018). https://doi.org/10.1080/10447318.2017.1418805
Brooke, J.: SUS: a “quick and dirty” usability scale. In: Jordan, P.W., Weerdmeester, B., Thomas, A., Mclelland, I.L. (eds.) Usability Evaluation in Industry, pp. 189–194. CRC Press (1996)
Lewis, J.R.: IBM computer usability satisfaction questionnaires: psychometric evaluation and instructions for use. Int. J. Hum.-Comput. Interact. 7(1), 57–78 (1995). https://doi.org/10.1080/10447319509526110
Acknowledgment
The authors are very grateful to Agefiph for the financial support provided to the SG-HANDI project. They thank also the facilitators and participants who were present at the awareness sessions.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Mourali, Y. et al. (2024). Serious Game for Company Governance: Supporting Integration, Prevention of Professional Disintegration and Job Retention of People with Disabilities. In: Harrison, M., et al. Engineering Interactive Computer Systems. EICS 2023 International Workshops and Doctoral Consortium. EICS 2023. Lecture Notes in Computer Science, vol 14517. Springer, Cham. https://doi.org/10.1007/978-3-031-59235-5_5
Download citation
DOI: https://doi.org/10.1007/978-3-031-59235-5_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-59234-8
Online ISBN: 978-3-031-59235-5
eBook Packages: Computer ScienceComputer Science (R0)