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Baalsrud Hauge, JannickeORCID iD iconorcid.org/0000-0002-3747-0845
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Publications (10 of 137) Show all publications
Wiesner, S., Baalsrud Hauge, J. & Thoben, K. D. (2026). Enabling Circular Business Models and Digital Transformation for Sustainable Value Creation in European Manufacturing SMEs. In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings: . Paper presented at 44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025 (pp. 550-564). Springer Nature
Open this publication in new window or tab >>Enabling Circular Business Models and Digital Transformation for Sustainable Value Creation in European Manufacturing SMEs
2026 (English)In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings, Springer Nature , 2026, p. 550-564Conference paper, Published paper (Refereed)
Abstract [en]

Small and medium-sized enterprises (SMEs) in the European manufacturing sector, especially those producing investment goods, are pressured to adapt circular economy principles, while facing complex challenges identifying suitable business models and technologies. Thus, this paper has two objectives: first investigating the barriers and opportunities for SMEs to adopt circular business models (CBMs) and leverage digital technologies in pursuit of sustainable value creation in a narrative review. The review highlights the critical role of digital solutions in enabling transparency and efficiency, while also emphasising the need for tailored models and collaborative approaches. Secondly, based on the findings and gaps, we discuss the pros and cons of strategic planning tools to overcome the identified barriers. Backcasting is presented as a suitable approach, with outcomes that can provide actionable insights for policy, research, and industry, offering a roadmap to support SMEs in transitioning towards circular, data-driven business models that underpin a resilient and sustainable regional economy.

Place, publisher, year, edition, pages
Springer Nature, 2026
Keywords
Backcasting, Circular Business Models, Circular Economy, Digital Transformation, SMEs
National Category
Business Administration
Identifiers
urn:nbn:se:kth:diva-370778 (URN)10.1007/978-3-032-03534-9_37 (DOI)001583344100037 ()2-s2.0-105015422132 (Scopus ID)
Conference
44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025
Note

Part of ISBN 9783032035332

QC 20251001

Available from: 2025-10-01 Created: 2025-10-01 Last updated: 2026-05-29Bibliographically approved
Birkie, S. E., Baalsrud Hauge, J. & Tulardilok, T. (2026). From Reacting to Disruption to Proactive Preparedness: Ambitions and Shifting Needs in Manufacturing SMEs. In: Matt, DT Rauch, E Dallasega, P Gualtieri, L DeMarchi, M (Ed.), Proceedings of the 4th International Symposium on Industrial Engineering and Automation ISIEA 2025 and 18th EPIEM Conference 2025, Volume 2: . Paper presented at 4th International Symposium on Industrial Engineering and Automation-ISIEA, JUN 18-20, 2025, Bolzano, ITALY (pp. 45-57). Springer Nature, 1605
Open this publication in new window or tab >>From Reacting to Disruption to Proactive Preparedness: Ambitions and Shifting Needs in Manufacturing SMEs
2026 (English)In: Proceedings of the 4th International Symposium on Industrial Engineering and Automation ISIEA 2025 and 18th EPIEM Conference 2025, Volume 2 / [ed] Matt, DT Rauch, E Dallasega, P Gualtieri, L DeMarchi, M, Springer Nature , 2026, Vol. 1605, p. 45-57Conference paper, Published paper (Refereed)
Abstract [en]

Under extensive disruptions faced in recent years, small and medium enterprises (SME) were hit hard. Due to their limited access to financial and human resources, SMEs tended to move into reactive mode motivated by survival orientations. Some SMEs ceased to exist due to the financial consequences of the disruptions while others have survived the wave through a combination of applying ad hoc adaptation solutions, support from partners or government bodies. Now that the pandemic is over but different forms of supply chain disruption are occurring and eminent, SMEs aspire for a more proactive preparedness for inevitable disruptive events. Learning from survival through recent unanticipated disruptions gave many SMEs the motivation to think about how to strategically foster their disruption management capabilities for the unpredictable future. Through conceptual argumentation and compilation of evidence from empirical research in the field, this paper discusses, and outlines patterns of shifting SME demands and ambitions for a more proactive resilience capabilities for dynamic competitiveness in the future. Associated circumstances enabling and inhibiting this aspired shift are presented too.

Place, publisher, year, edition, pages
Springer Nature, 2026
Series
Lecture Notes in Networks and Systems, ISSN 2367-3370
Keywords
Small and medium enterprises, Resilience, Proactiveness
National Category
Business Administration
Identifiers
urn:nbn:se:kth:diva-377443 (URN)10.1007/978-3-032-03722-0_5 (DOI)001596040800005 ()2-s2.0-105019487702 (Scopus ID)
Conference
4th International Symposium on Industrial Engineering and Automation-ISIEA, JUN 18-20, 2025, Bolzano, ITALY
Note

Part of ISBN 978-3-032-03721-3; 978-3-032-03722-0

QC 20260227

Available from: 2026-02-27 Created: 2026-02-27 Last updated: 2026-02-27Bibliographically approved
Nawaz, M. S., Das, S., Söbke, H. & Baalsrud-Hauge, J. (2026). Games for teaching and training decision-making in engineering: a systematic literature review. European Journal of Engineering Education
Open this publication in new window or tab >>Games for teaching and training decision-making in engineering: a systematic literature review
2026 (English)In: European Journal of Engineering Education, ISSN 0304-3797, E-ISSN 1469-5898Article, review/survey (Refereed) Epub ahead of print
Abstract [en]

Games are increasingly used in engineering education to support decision-making skills, yet a systematic overview of such applications is missing. This study addresses this gap through a systematic literature review of games used for decision-making in formal engineering education. Searches in five databases (ACM Digital Library, IEEE Xplore, ScienceDirect, Scopus, and Web of Science) identified 33 relevant articles. The review analysed game characteristics, evaluation approaches, and practical prerequisites for game use. Results reveal a heterogeneous field dominated by custom-made game prototypes, many of which are not publicly accessible. Most studies applied qualitative or quasi-experimental designs, while methodologically robust evaluations such as randomised controlled trials remain rare. Although the reported learning effects are predominantly positive, the findings indicate that serious games for decision-making in engineering education are still in an exploratory stage of conceptual and methodological development, despite their considerable educational potential.

Place, publisher, year, edition, pages
Informa UK Limited, 2026
Keywords
Decision making, game mechanics, game-based learning, game-based training, twenty-first century skills
National Category
Software Engineering Information Systems
Identifiers
urn:nbn:se:kth:diva-383370 (URN)10.1080/03043797.2026.2672137 (DOI)001776167400001 ()2-s2.0-105040164418 (Scopus ID)
Note

QC 20260612

Available from: 2026-06-12 Created: 2026-06-12 Last updated: 2026-06-12Bibliographically approved
Göbl, B., Baalsrud Hauge, J. & Duin, H. (2026). Integrating Participatory Design and Reuse in Serious Game Development. In: Games and Learning Alliance - 14th International Conference, GALA 2025, Proceedings: . Paper presented at 14th International Conference on Games and Learning Alliance, GALA 2025, Utrecht, Netherlands, Kingdom of the, Nov 19 2025 - Nov 21 2025 (pp. 459-464). Springer Science and Business Media Deutschland GmbH
Open this publication in new window or tab >>Integrating Participatory Design and Reuse in Serious Game Development
2026 (English)In: Games and Learning Alliance - 14th International Conference, GALA 2025, Proceedings, Springer Science and Business Media Deutschland GmbH , 2026, p. 459-464Conference paper, Published paper (Refereed)
Abstract [en]

Reusing existing serious game concepts and components can reduce cost and shorten time to market. However, the process is complex, and best practices such as participatory design (PD) may be impacted. This paper presents a case study exploring this impact. We outline the development of the “Coop game”, which aims to raise awareness for benefits and pitfalls in interorganisational cooperations. We describe the process that integrates stakeholder participation and reuse of game components and take a look at the frictions between these two practices. Data from preliminary evaluations suggests that participants’ felt they could contribute well despite the limitations of reusing game components. Finally, we discuss how stakeholder input may be coupled with expertise and interests.

Place, publisher, year, edition, pages
Springer Science and Business Media Deutschland GmbH, 2026
Keywords
Participatory Design, Reuse, Serious Game Design
National Category
Information Systems
Identifiers
urn:nbn:se:kth:diva-376410 (URN)10.1007/978-3-032-11043-5_50 (DOI)2-s2.0-105027555463 (Scopus ID)
Conference
14th International Conference on Games and Learning Alliance, GALA 2025, Utrecht, Netherlands, Kingdom of the, Nov 19 2025 - Nov 21 2025
Note

Part of ISBN 9783032110428

QC 20260204

Available from: 2026-02-04 Created: 2026-02-04 Last updated: 2026-02-04Bibliographically approved
Baalsrud Hauge, J., Baalsrud Hauge, J. & Kalverkamp, M. (2026). Reflections on the Usage of a Commercial-Off-The-Shelf Game in Teaching Logistics. In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings: . Paper presented at 44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025 (pp. 217-232). Springer Nature
Open this publication in new window or tab >>Reflections on the Usage of a Commercial-Off-The-Shelf Game in Teaching Logistics
2026 (English)In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings, Springer Nature , 2026, p. 217-232Conference paper, Published paper (Refereed)
Abstract [en]

Using experiential learning principles has a long tradition within engineering education, but often these principles have been one-of-a-kind games specifically designed either for a specific problem (like the different games on understanding and managing the bullwhip effect) or for a specific course. There is hardly any doubt that many of these games are good for nurturing the learning processes and contribute to the development of critical thinking skills among the students, but games age, are expensive in their development and often more a full-working prototype that is depending on one specific developer and designer, who might leave the university. Commercial-Off-The-Shelf games seem therefore to be an option to investigate. As commercial games they are often more robust and regularly maintained. Furthermore, often the GUIs are more attractive since more attention can be paid to this field. However, they are not targeted towards a specific course’s intended learning outcomes. This paper reports on the reflection we have on how to overcome challenges and improve the learning process of students at bachelor and master levels at three different universities during the last 2.5 years.

Place, publisher, year, edition, pages
Springer Nature, 2026
Keywords
Experiential Learning, Logistics and Supply Chain, Logistics Education, Production Management
National Category
Other Educational Sciences
Identifiers
urn:nbn:se:kth:diva-370836 (URN)10.1007/978-3-032-03534-9_15 (DOI)001583344100015 ()2-s2.0-105015482374 (Scopus ID)
Conference
44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025
Note

Part of ISBN 9783032035332

QC 20251001

Available from: 2025-10-01 Created: 2025-10-01 Last updated: 2026-05-29Bibliographically approved
Baalsrud Hauge, J. & Stefan, I. A. (2026). The Contribution of Cybersecurity for Improving the Resilience of Supply Chains – The Need of Employee Training. In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings: . Paper presented at 44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025 (pp. 246-262). Springer Nature
Open this publication in new window or tab >>The Contribution of Cybersecurity for Improving the Resilience of Supply Chains – The Need of Employee Training
2026 (English)In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings, Springer Nature , 2026, p. 246-262Conference paper, Published paper (Refereed)
Abstract [en]

Rapid technological advances and increased digitalization provide new opportunities, but they also forge new prerequisites for future employees, as well as organizations, especially companies, concerning their digital readiness and preparedness to mitigate digital threats. The increased numbers of cyber-attacks indicate that more attention should be paid to protecting production means and critical infrastructure against cyber-attacks, and building adequate skills to protect private data, not only personal, but also business data, has become a necessity. This paper presents an analysis of existing literature (SLR) and then assesses the needs of training and education in the field of cybersecurity and resilience based on the results of a survey applied within Romanian IT companies that develop and maintain software applications for production management. The survey aimed to identify general awareness, practice, and response to cybersecurity issues. The results will be used for further research on specific areas of cyber security training and intervention.

Place, publisher, year, edition, pages
Springer Nature, 2026
Keywords
Cyber security, Data Sharing, Resilience, Trust
National Category
Production Engineering, Human Work Science and Ergonomics
Identifiers
urn:nbn:se:kth:diva-370827 (URN)10.1007/978-3-032-03534-9_17 (DOI)001583344100017 ()2-s2.0-105015559166 (Scopus ID)
Conference
44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025
Note

Part of ISBN 9783032035332

QC 20251003

Available from: 2025-10-03 Created: 2025-10-03 Last updated: 2026-05-29Bibliographically approved
Baalsrud Hauge, J., van der Spek, E., Goebl, B., Stefan, I. A. & Soebke, H. (2025). Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?. In: Figueroa, P DiIorio, A DelRio, DG Clua, EWG Rodriguez, LC (Ed.), Entertainment Computing-ICEC 2024: . Paper presented at 2nd International Conference on Entertainment Computing-ICEC-Annual, SEP 30-OCT 03, 2024, Manaus, BRAZIL (pp. 289-295). Springer Nature, 15192
Open this publication in new window or tab >>Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?
Show others...
2025 (English)In: Entertainment Computing-ICEC 2024 / [ed] Figueroa, P DiIorio, A DelRio, DG Clua, EWG Rodriguez, LC, Springer Nature , 2025, Vol. 15192, p. 289-295Conference paper, Published paper (Refereed)
Abstract [en]

This paper introduces thewicked problems in educational game design related to designing games that are aesthetic and appealing to a wide and inhomogenous user group at one hand, and on the other hand take the needs of specific users, such as age, impairments, or social disadvantages, into account. We take a closer look at how elements like sounds and aesthetic design support the learning and the immersiveness of one type of users, while for others it reduces the game experience, and therefore often also the learning outcome. We outlinewhat aspects play into game design and argue for the need to consider these aspects earlier in the design process. In line with the goal to outline accessible and aesthetic practices in the field of educational games, we further look into the reuse of artefacts, as well as repurposing of serious games as means to create games that fits a larger group of students/pupils. Therefore, efforts have been underway for a long time to increase the accessibility of games [20-23]. So far, there are overlays or simplifications that can be implemented for some impairments, but often the games then lose their attractiveness or fail to support the underlying learning goals.

Place, publisher, year, edition, pages
Springer Nature, 2025
Series
Lecture Notes in Computer Science, ISSN 0302-9743
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-375632 (URN)10.1007/978-3-031-74353-5_22 (DOI)001585287900022 ()2-s2.0-85210842256 (Scopus ID)978-3-031-74352-8 (ISBN)978-3-031-74353-5 (ISBN)
Conference
2nd International Conference on Entertainment Computing-ICEC-Annual, SEP 30-OCT 03, 2024, Manaus, BRAZIL
Note

QC 20260121

Available from: 2026-01-21 Created: 2026-01-21 Last updated: 2026-01-21Bibliographically approved
Kalvakolu, S. R., Söbke, H., Baalsrud Hauge, J. & Kraft, E. (2025). Combining 360° Spaces and Social VR. In: Games and Learning Alliance - 13th International Conference, GALA 2024, Proceedings: . Paper presented at 13th International Conference on Games and Learning Alliance, GALA 2024, Berlin, Germany, November 20-22, 2024 (pp. 375-380). Springer Nature
Open this publication in new window or tab >>Combining 360° Spaces and Social VR
2025 (English)In: Games and Learning Alliance - 13th International Conference, GALA 2024, Proceedings, Springer Nature , 2025, p. 375-380Conference paper, Published paper (Refereed)
Abstract [en]

360° spaces are representations of real locations created using 360° images, enabling viewers to walk through by changing position. As basis for virtual field trips, they have proven to be valuable learning tools. In technological terms, 360° spaces are to be characterized as single-user applications. In contrast, Social VR applications are characterized by multi-user capability and user-specific avatars. From a learning perspective, the concepts of collaborative learning and embodiment have long been proposed as conducive to learning. Both concepts might be supported using Social VR. However, there is hardly any knowledge about the use of 360° spaces and Social VR. Accordingly, the research question arises how Social VR-based 360° spaces are perceived by learners. This article presents a mixed-method evaluation study (N = 16) – using a questionnaire and focus group discussions – of a 360° space based on the Social VR platform Mozilla Hubs used on PCs. The study highlighted the opportunities offered by Social VR-based 360° spaces but also revealed several challenges that need to be addressed to embrace the potential of Social VR-based 360° spaces to be utilized regularly in education. Accordingly, the study represents relevant preparatory work for the use of multi-user 360° spaces in playful learning environments, such as educational escape rooms.

Place, publisher, year, edition, pages
Springer Nature, 2025
Keywords
avatar, collaborative learning, desktop VR, embodiment, escape room game, playful digital environment, social presence
National Category
Educational Sciences
Identifiers
urn:nbn:se:kth:diva-358384 (URN)10.1007/978-3-031-78269-5_38 (DOI)001534804300038 ()2-s2.0-85214106935 (Scopus ID)
Conference
13th International Conference on Games and Learning Alliance, GALA 2024, Berlin, Germany, November 20-22, 2024
Note

Part of ISBN 9783031782688

QC 20250116

Available from: 2025-01-15 Created: 2025-01-15 Last updated: 2025-12-08Bibliographically approved
Baalsrud Hauge, J., Caserman, P. & Söbke, H. (2025). How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review. In: Sugimoto, M.; Di Iorio, A.; Figueroa, P.; Yamanishi, R.; Matsumura, K. (Ed.), Entertainment Computing – ICEC 2025 - 24th IFIP TC 14 International Conference, 2025, Proceedings: . Paper presented at 24th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2025, Tokyo, Japan, August 27-30, 2025 (pp. 411-422). Springer Nature
Open this publication in new window or tab >>How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review
2025 (English)In: Entertainment Computing – ICEC 2025 - 24th IFIP TC 14 International Conference, 2025, Proceedings / [ed] Sugimoto, M.; Di Iorio, A.; Figueroa, P.; Yamanishi, R.; Matsumura, K., Springer Nature , 2025, p. 411-422Conference paper, Published paper (Refereed)
Abstract [en]

Entertainment Computing (EC) is a sub-discipline of computer science that deals with the creation of digital artifacts for hedonistic purposes. The United Nations Sustainable Development Goals (SDGs) provide a framework for overall sustainable development – ecologically, socially and economically – at the global, national and local level. Several positive examples of the use of EC artefacts, such as games, that have contributed to the achievement of SDGs, e.g. educational games in formal learning contexts, have prompted us to ask the overarching question of how EC might contribute to achieving the SDGs. To get an initial overview of the artifacts used and the targeted SDGs, we conducted a rapid literature review using the Scopus database. From a total of 860 records, we were able to identify 31 articles in which EC artifacts were used to support the achievement of various SDGs. The analysis shows that seven articles addressed all SDGs. Furthermore, in the remaining articles 13 out of 17 SDGs were specifically addressed. These findings induce a more detailed investigation of the contribution of EC to the SDGs promising as a means of deriving best practices for the use of EC artefacts to advance sustainable development worldwide.

Place, publisher, year, edition, pages
Springer Nature, 2025
Keywords
Entertainment Computing Application, Serious Games, Sustainability, Sustainable Development Goal, Systematic Literature Review
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:kth:diva-370463 (URN)10.1007/978-3-032-02555-5_29 (DOI)001585291600029 ()2-s2.0-105014492642 (Scopus ID)
Conference
24th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2025, Tokyo, Japan, August 27-30, 2025
Note

Part of ISBN 9783032025548

QC 20250925

Available from: 2025-09-25 Created: 2025-09-25 Last updated: 2026-05-29Bibliographically approved
Bertozzi, E., Baalsrud Hauge, J., Goebl, B. & Bertozzi-Villa, C. (2025). Integrating and Assessing Games for Health Deployments in Healthcare Settings via Implementation Science Frameworks. In: Yamanishi, R Formico, A Sugiura, Y Matsumura, K (Ed.), Entertainment Computing-Icec 2025 Ifip Tc 14 Workshops: . Paper presented at 24th International Conference on Entertainment Computing-ICEC-Annual, AUG 27-30, 2025, JAPAN (pp. 3-6). Springer Nature, 15935
Open this publication in new window or tab >>Integrating and Assessing Games for Health Deployments in Healthcare Settings via Implementation Science Frameworks
2025 (English)In: Entertainment Computing-Icec 2025 Ifip Tc 14 Workshops / [ed] Yamanishi, R Formico, A Sugiura, Y Matsumura, K, Springer Nature , 2025, Vol. 15935, p. 3-6Conference paper, Published paper (Refereed)
Abstract [en]

Although many games for health (GFH) have been validated as effective means of improving patient outcomes, to date, there are few large-scale deployments of them in healthcare settings. Acceptance of GFH in healthcare settings requires rigorous outcomes collection and analysis that justify the cost and effort required to create and deploy them. Implementation science frameworks can be used as a means of enabling stakeholder acceptance of innovative digital interventions. This paper discusses the process of using implementation science frameworks to facilitate and assess deployments of games for health in healthcare settings. Based on past successful deployments, we suggest a framework for developing and deploying such games.

Place, publisher, year, edition, pages
Springer Nature, 2025
Series
Lecture Notes in Computer Science, ISSN 0302-9743
Keywords
games for health, serious games, outcomes assessment, implementation science
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-375608 (URN)10.1007/978-3-032-02534-0_1 (DOI)001585292300001 ()2-s2.0-105014477830 (Scopus ID)
Conference
24th International Conference on Entertainment Computing-ICEC-Annual, AUG 27-30, 2025, JAPAN
Note

Part of ISBN 978-3-032-02533-3; 978-3-032-02534-0

QC 20260115

Available from: 2026-01-15 Created: 2026-01-15 Last updated: 2026-01-19Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0002-3747-0845

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