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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Entrepreneurial Humility and Learning from Serious Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Behzad Mohammadian</string-name>
          <email>B.Mohammadian@ut.ac.ir</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Management and Accounting Faculty, College of Farabi, University of Tehran</institution>
          ,
          <addr-line>Tehran</addr-line>
          ,
          <country country="IR">Iran</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Serious games can create a fruitful environment for learning and development but participating in such games for learning in organizations imposes some challenges. The purpose of this article is to show having which element of entrepreneurial humility could play a significant role in relation with learning from serious games. In this study, 7 experts were chosen based on a questionnaire attempt to evaluate and prioritize entrepreneurial humility criteria, using a multicriteria decision-making method called the 'best worst method' (BWM). The criteria are ranked according to their average weight obtained through BWM. The respondents view 'social openness' as the most important criterion. The results of this study help organizations' managers, decision-makers, and practitioners decide where to focus their attention during the implementation stage, in order to increase effectiveness of a talent development portfolio especially serious games.</p>
      </abstract>
      <kwd-group>
        <kwd>Humility</kwd>
        <kwd>Entrepreneurial Humility</kwd>
        <kwd>Learning</kwd>
        <kwd>Entrepreneurial Learning</kwd>
        <kwd>Serious Games</kwd>
        <kwd>Gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Competitiveness refers to a company’s ability to maintain and gain market share in an
industry. It’s confirmed that training and development practices can foster companies
to attaining this vision [
        <xref ref-type="bibr" rid="ref32 ref4 ref7">7, 4, 32</xref>
        ]. Customer service, employee retention and growth, the
economy, a multigenerational workforce, the use of new technology, extending
learning beyond the classroom—these are just some of the issues affecting companies in all
industries and sizes and influencing training and development practices [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. These
factors illustrate how training and development can contribute to companies’
competitiveness by providing employees with the knowledge and skills they need to be
successful. To be effective in this way, training and development must play a strategic role
in supporting the business vision and mission and contributing positively to business
outcomes such as quality, productivity, development of new products, and retaining
key employees. Along with all these issues companies must pay attention to the new
workforce persona. Employees from Generation Z that well versed in informal learning,
especially through collaboration facilitated by social media such as Facebook and
Twitter. Also, their gaming experiences lead them to expect that learning experiences will
be fun, multidimensional, and challenging and will provide immediate feedback and
rewards [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. Former research comprehensively addressed effective factor on
effectiveness of learning project, but they neglected an important factor named humility.
humility was also associated with less social vigilantism, which may promote collaborative
learning and, was associated with an intrinsic motivation to learn that may help explain
the observed relationship between humility and possessing more knowledge or being
eager to learning [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. The essence of learning is to accept shortcomings and mistakes.
This is called humility along with accepting personal strengths and appreciating the
participation and strength of others. With the extension of this competence to the
business world, it can be argued that entrepreneurial humility has the potential to learn from
the failures and successes that occur in different levels of the business life cycle. In
current highly competitive business environment, one of the most valuable inputs for
sustainable organizational growth is knowledge [
        <xref ref-type="bibr" rid="ref1 ref55">55, 1</xref>
        ] and recently, there has been a
growing interest in innovative forms of learning such as serious games. Such games
can create a different experience in the process of learning which are highly motivating
and emotionally engaging for the trainee, especially the new generation who are named
digital natives or digital born [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Digital born is a term that describes people who live
in the digital age. They have a different mental model, values, and behaviors when
compared to prior generations. The digital born person, however, demands new
development methods to best achieve great performance. The use of serious games is a
promising solution for learning through meaningful play [
        <xref ref-type="bibr" rid="ref24 ref31">31,24</xref>
        ]. The drawbacks of
traditional training and staff development in ways that have proven ineffective, on the one
hand, and the generational change and special preferences that these individuals have,
and their interest in personal growth and development in new ways, and along with the
development of technology, especially cognitive technologies, have provided the
ground for a new type of development in the organization under the concept of serious
games. Affected by the larger context of this phenomenon, however, in other words,
game development, we must address an important concern about what motivations and
characteristics cause people to turn to a game, stay in it, continue to play eagerly, and
most importantly, play to learn. It should also be noted that in most organizations,
development still takes place in a physical context and serious games are designed in this
space. Combining physical education and giving the game-like nature to this type of
development requires attention to how people are persuaded to start and continue these
games. Going back to some earlier studies [
        <xref ref-type="bibr" rid="ref18 ref30 ref44">18, 44, 30</xref>
        ] it seems that the design of
serious game is time consuming, costly and complex, and the efficiency of this type of
learning will be more problematic. Hence the research main question is which
components of humility will be most effective in learning from serious games?
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Theoretical Background</title>
      <sec id="sec-2-1">
        <title>2.1 Humility</title>
        <p>
          Humility is a virtue. Solomon (1999) provides a definition of humility that is useful to
business: humility is ‘‘a realistic assessment of one’s own contribution and the
recognition of the contribution of others, along with luck and good fortune that made one’s
own success possible.’’ Tangney (2002) have tried to distinguish between humility and
narcissism, as well as experience and orientation towards goal-based learning.
Jankowski et al. (2013) conceived humility as the capacity to regulate interpersonal and
interpersonal relationships, which facilitates interpersonal Well-being. Humility, unlike
many other virtues, tends to be silent. Characteristics of leadership such as gratitude,
justice, or compassion are more visible, but humility is not something a leader explicitly
exhibits. ‘‘Humility,’’ a wise pundit said, ‘‘is like underwear; essential, but indecent if
it shows.’’ [
          <xref ref-type="bibr" rid="ref54">54</xref>
          ]. Humility is a characteristic of sustainability, according to which a
person considers himself to be very meaningful from the point of view of others.
Consequently, humility entails a growing view of itself [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. It also facilitates identification
of the strengths and weaknesses of yourself and others. Based on learning nature of
game we can define humility as a goal orientation Learning process. An adaptive
approach to task situations associated with the motivation to understand and master the
task rather than to display or prove competence [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Learning goal orientation
describes cognitive and behavioral response patterns in achievement situations, whereas
expressed humility is manifest in a broad range of social situations that may or may not
have direct achievement implications. LGO reflects a desire (i.e., an internal motivation
or cognition) to develop new competencies, master new situations, and acquire new
skills; expressed humility reflects behaviors that reflect a pursuit of accurate
self-awareness and appreciation of others’ strengths, in addition to learning and development [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Learning from Serious Games</title>
        <p>
          Games are enormously popular among adolescents and young adults [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] and the
widespread interest in the learning and motivation benefits of serious games has been
discussed before. Playing a serious game allows us to understand complex issues within a
complex environment due to its systemic character. Therefore, it could play an
important role in a knowledge management process and more generally in organizational
learning [
          <xref ref-type="bibr" rid="ref53">53</xref>
          ]. Serious game is indeed a kind of educational games due to the early
development of the ‘Edutainment’ approach in the 1970s [
          <xref ref-type="bibr" rid="ref24 ref38 ref48">48, 38, 24</xref>
          ]. One of the
advantages of serious games is increasing the engagement and the motivation of the
trainees. Add to this real and direct practice and the result is that the trainees learn better
and more deeply. Indeed, many researchers [
          <xref ref-type="bibr" rid="ref19 ref42 ref45 ref47">45, 42, 19,47</xref>
          ] pay particular attention on
the value of serious game design in facilitating players’ learning goals and processes as
well as achieving learning satisfaction. Organizational learning as defined by Argyris
&amp; Schön (1995) concerns knowledge, skills, techniques and practices. Organizational
learning depends on learning from individual interactions, these interactions being
affected in return by organizational learning. According to Argyris &amp; Schön (1995), this
learning phenomenon is all the more important if the organization’s culture encourages
its continuous progress and creates situations that are more favorable for changes and
innovations. When applied to serious games, the theory of organizational learning
considers that each player, gathered in team to play the game, learns individually which
contribute to team learning (organizational learning). According to Argyris et al (1985),
this knowledge constitutes theories of action or, in other words, it is produced to reach
a goal and is the result of strategies deployed to perform complex tasks linked to the
serious game [
          <xref ref-type="bibr" rid="ref53">53</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3 Humility and Learning from Serious Games</title>
        <p>
          Based on vera and Lopez (2004) There are six ways in which the virtue of humility
manifests itself in learning. These six ways are: Openness to new paradigms, Eagerness
to learn from others, Acknowledgement of their own limitations and mistakes, and
ability to correct them, Pragmatic acceptance of failure, Ability to ask for advice,
Development of others. Owens, Johnson and Mitchell (2013) cleared the concept of
humility as expressed humility in three dimensions as: Willingness to See the Self
Accurately, Appreciation of Others’ Strengths and Contributions and Teachability. Maldona,
vera and Ramos (2018) promotes humility as a key success factor and a source of
competitive advantage and characterize a humble person in six components as: accurate
self-awareness, appreciation of others, teachability, low self-focus and
self-transcendent pursuit. Norcross and Manning (2019) claimed that there is four general traits and
behaviors associated with humility: an attitude of inquiry, kinship, extraordinary
collaboration, and professional excellence. These four general themes emerged from a
thorough review of the literature on humility [
          <xref ref-type="bibr" rid="ref20 ref35 ref49 ref50">20,35,49,50</xref>
          ] including a review of
several organizational case studies. These four traits and behaviors were also confirmed by
recent empirical research [
          <xref ref-type="bibr" rid="ref33 ref35 ref36">33, 35, 36</xref>
          ]. In the next part some of these elements that are
in relation with learning will demonstrate and then introduced in a conceptual model
that will be useful for the aim of this research. In the next parts these elements that are
in relation with learning and are useful for the aim of this research will demonstrate.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Social Cognition</title>
        <p>Learning implies changes in both cognition and behavior. humble players recognize
that they do not know everything and that they have much to identify; they develop a
true capacity to identify and understand from the work of others or situations like
serious games. Also being humble help player to have a more realistic perspective of the
complexity of the world and acknowledge the limitations of their current mental model
and never stick to the past and out of date solutions.</p>
      </sec>
      <sec id="sec-2-5">
        <title>Social Openness</title>
        <p>
          Tangney (2000, p. 72) argued that “humility carries with it an open-mindedness, a
willingness to seek advice, and a desire to learn.” Similarly, Templeton (1997, p. 162)
noted, “Inherent in humility resides an open and receptive mind it leaves us more open
to learn from others.” We propose that this aspect of expressed humility reflects a
person’s absorptive capacity [
          <xref ref-type="bibr" rid="ref56">56</xref>
          ] on an individual level and may be generally related to
developmental readiness, a concept that has mainly been applied to leaders [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] within
the context of interpersonal interactions. In a game context, being open and accepting
a change of mental models is more painful for most of players because they afraid of
knowing the truth and are fearful of losing their status or control.
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>Social Courage</title>
        <p>One of the strongest obstacles against initiative is fear of failure. The virtue of humility
helps people to deal with this fear by reminding them that those who do not fail, rarely
try new endeavors, and those errors and failure are the price for learning. Managers
who think they ‘‘know it all’’ and feel superior to others seldom seek or accept advice
from others. In contrast, humble leaders look for advisors who can challenge them and
offer differing opinions, so that the leaders can assess and integrate the different
perspectives and are therefore more likely to make good decisions.</p>
      </sec>
      <sec id="sec-2-7">
        <title>Social Learning</title>
        <p>
          Ability to learn or teachability is critical for organizations competing in the
“knowledge-based economy” [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. It manifested in persons who showing openness to
learning, feedback, and new ideas from others. Teachability may also be a particularly
important component of expressed humility in leadership contexts. Alexander and
Wilson [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] argued that a thirst for learning is one of the most critical capacities of effective
leaders. This aspect of expressed humility would be manifest by a displayed
receptiveness to others’ feedback, ideas, and advice and the willingness to ask for help. Humble
individuals, through showing teachability, afford others a sense of voice, which has
been shown to foster greater trust, motivation, and a heightened sense of justice [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-8">
        <title>Social Acknowledgment</title>
        <p>
          The capacity of players to accept their personal strengths and weaknesses could predict
their ability to learn from their experiences. appreciating limitations is a desire to accept
one’s fault and use them as a starting point for learning. Sixth While narcissistic or
arrogant managers want others to be dependent on them, humble leaders are committed
to training those who might surpass them in learning. Humble managers not only
tolerate others’ successes but are proud when trainees outperform them. Managerial talent
is a scarce resource; consequently, focusing on the development of new managers is
one of the most valuable contributions that current leaders can provide to their firms
[
          <xref ref-type="bibr" rid="ref13 ref16 ref17 ref21 ref22 ref25 ref37 ref5 ref54 ref6">17, 16, 25, 6, 21, 5, 37, 22, 13, 54</xref>
          ].
        </p>
        <p>
          Owens et al (2013) propose that humility fosters a more objective appraisal of
personal strengths and limitations that is manifested by transparent disclosure of personal
limits, acknowledging mistakes, and seeking realistic feedback about the self. From a
general psychological standpoint, longitudinal research has shown that individuals who
maintain more realistic self-views tend to be more psychologically healthy and have
higher general well-being [
          <xref ref-type="bibr" rid="ref52">52</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-9">
        <title>Social Care</title>
        <p>
          According to Means et al. (1990, p. 214), “Humility is an increase in the valuation of
others and not a decrease in the valuation of self.” Expressed humility reflects attitudes
that are other enhancing rather than self-enhancing [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] and leads one to acknowledge
and show that he values others’ strengths [
          <xref ref-type="bibr" rid="ref49">49</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-10">
        <title>Social Skills</title>
        <p>We have described several ways in which humble behavior affects the long-term
growth and survival of the firm. The resilience of humble leaders is reflected in their
sobriety and down-to-earth views of themselves and their environment. When enjoying
success, humility enables managers to be resilient, by helping them to remember the
difficulties they faced to achieve success. When coping with problems, humility helps
managers to avoid slipping into denial and to deal with reality and move forward. When
combined with humility, positive ambition, and the desire to leave a legacy motivate
managers to avoid self-complacency and be open to the need to continuously adapt the
firm to its context. This type of culture generates high employee commitment towards
the firm’s growth goals.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <p>
        Best Worst Method (BWM) is a multi-criteria decision-making method that is based on
a structured pairwise comparison system [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]. The BWM [
        <xref ref-type="bibr" rid="ref40 ref41">40, 41</xref>
        ] is structured as
follows: Step1. Identify a set of decision-making criteria. In this step, a set of criteria {c1,
c2, c3, …., cn} is chosen for decision making. Step2.The best criterion (e.g., most
desirable, most important) and the worst criterion (e.g., least desirable, least important)
are determined. In this step, the best and the worst criteria are identified by the
decisionmaker. Step3. The preference of the best criterion over all the other criteria is
determined based on a score between 1 and 9, where a score of 1 means equal preference
between the best criterion and another criterion and a score of 9 means the extreme
preference of the best criterion over the other criterion. The result of this step is the
vector of Best-to-Others (BO) which would be AB = (aB1, aB2, aB3, …, aBn), where
aBj indicates the preference of the best criterion B over criterion j, and it can be deduced
that aBB = 1. Step4. The preference of all criteria over the worst criterion is determined
based on a score between 1 and 9. The result of this step is the vector of
Others-toWorst (OW) which would be: AW = (a1w, a2w, a3w, …, anw) where ajW shows the
preference of the criterion j over the worst criterion W. It also can be deduced that aWW
= 1. Step5. The optimal weights (w1*, w2*, w3*, …, wn*) are calculated. The optimal
weights of the criteria will satisfy the following requirements: For each pair of wB/wj
and wj/wW, the ideal situation is where wB/wj = aBj and wj/wW = ajW. Therefore, to
get as close as possible to the ideal situation, we should minimize the maximum among
the set of {|wB-Bjwj|, |wj-ajwww|}, and the problem can be formulated as follows:
min maxj {|wB-aBjwj|, |wj-ajwww|}, Subject to: ∑wj = 1 (1) wj≥0, for all j (1)
Problem Eq. (1) can be transferred to the following linear programming problem:
min ξL, subject to: |wB-aBjwj| ≤ ξL for allj, |wj-ajwww| ≤ ξL for allj, ∑wj = 1 (2)
wj≥0, for all j
      </p>
      <p>After solving problem Eq. (2), the optimal weights (w1*, w2*, w3*, …, wn*) and ξ
L* are obtained. ξL* can be seen as a direct indicator of the comparison system’s
consistency. The closer the value of ξL* is to zero, the higher the consistency, and,
consequently, the more reliable the comparisons become. Data were collected from
Iranian entrepreneurship ecosystem experts and 7 experts were participated in this
research. The demographic information of them is as table1.
71% of Expert in this study were male and 29% were female, 85% have between
3040 years old. Based on education 71% educated or educating in PhD. All have expertise
in business and have average 6 years’ experience.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Results and findings</title>
      <p>
        Determination of decision criteria: In this first step, the decision-makers identified a
set of criteria to describe the subject matter. This section throws more light on the
development and refinement processes of the framework proposed in this paper. The
criteria were identified through a combination of a literature review. Through the literature
review, 7 entrepreneurial humility criteria were identified (see Table 2). Identifying the
best and the worst criteria: In the second step, the 7 respondents specified the most and
the least important entrepreneurial humility criteria, using a questionnaire. The
resulting best and worst are listed in Table 3. Identifying the best criterion preference over
all criteria: In the third step, the respondents were asked to specify the best criterion’s
preference over all other criteria, using 1–9 measurement scale. Table 4 shows the
response of one of the respondents. Identifying the other criteria preference over the
worst criterion: In this step, the respondents were asked to determine the preference
ratio of all criteria over the least important criterion via a questionnaire, again using a
measurement scale of 1–9. Table 5 displays the response of one of the experts. Finding
the optimal weights of criteria: In this step, the optimal weights of the criteria are
calculated by solving the BWM optimization model for each of the 9 respondents. Next, a
simple weighted average for each criterion is computed to obtain a single weight vector,
as shown in Table 6, which indicates that the average consistency ratio (ξL*) is close
to zero, Hence, the comparisons are highly consistent and reliable. Moreover, the
consistency ratio (CR.) for each criterion can be found in Table 6. Small numbers for the
CR show homogeneity of respondents.
[
        <xref ref-type="bibr" rid="ref26 ref33 ref34 ref54">34, 54, 33,
26</xref>
        ]
      </p>
      <p>Description
Ability to analyzing strength and weakness of own and</p>
      <p>understanding others potentials</p>
      <p>Being openness to new idea and experiences</p>
      <p>Accepting faults and mistakes of own and others
Willing to learn from environment and people experiences</p>
      <p>Admire and appreciation of others participation
be care and willing about others development and growth</p>
      <p>Ability and willing to give and receive feedback</p>
      <p>Entrepreneurial humility
crite</p>
      <p>ria
C1= social cognition
C2= social openness
C3= social Courage</p>
      <p>C4= social learning
C5= social acknowledgment</p>
      <p>
        C6= social care
C7= social skills
Training and Development refers to practices as well as formal and informal education
that help employees prepare for current and future jobs or positions. Series games are
one of these that can be performed as blended learning program. persuasion to join and
engagement to hang on these games is important for organization because designing of
them is complex and need more time and cost. Based on self-determination theory
(SDT) by Ryan and Decy (1980), intrinsic motivation in game-based practices have
undeniable effect. On the other hand, based on [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] humility may associate with an
intrinsic motivation to learn that may help explain the important role of entrepreneurial
humility in learning from serious games. results of the study show “Social openness”
and "Social cognition" have the highest impact in organizational learning projects.
“Social openness” with the weight of 0.249 is the most critical and important criterion
when these organizations attempt to achieve effectiveness in organizational learning
projects based on serious games. “Social openness” lays part of the foundation for
inclusion and development of the other criteria of entrepreneurial humility, leading to
the improvement of the entire development and training program. These findings were
supported by the previous research that entrepreneurial humility has been associated
with better training and development effectiveness [
        <xref ref-type="bibr" rid="ref23 ref27 ref43 ref57">57, 43, 27, 23</xref>
        ]. Although EH may
promote learning from game by contribute to Persuasion, and motivations, However,
further investigation is needed to examine whether this is the case. Future research may
develop and validate a scale to measure entrepreneurial humility and explore the effect
of this concept on persuasive nature of games. It would be beneficial for future research
in persuasive technology to examine the links between EH and learning from games in
both directions with longitudinal and experimental designs.
      </p>
    </sec>
  </body>
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