2019
DOI: 10.4236/ojbm.2019.74125
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Gamification in Management and Other Non-Game Contexts—Understanding Game Elements, Motivation, Reward Systems, and User Types

Abstract: Gamification is the use of gaming methods and ways of thinking in non-game economic and social contexts in order to solve some kind of problems. Possible applications of gamification are currently the subject of broad-based discussion in marketing and management in particular. Expectations are very high, primarily in those areas in which motivation processes have a large part to play. In order to fully exploit the potential of gamification, a profound understanding of modes of operation in gamified systems is … Show more

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Cited by 14 publications
(8 citation statements)
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“…The research materials correspond to the priority directions of UNESCO activity and the system of Russian education in terms of gamification of education [13]. The results obtained supplement the conclusions of N.I.…”
Section: Levelsupporting
confidence: 74%
See 1 more Smart Citation
“…The research materials correspond to the priority directions of UNESCO activity and the system of Russian education in terms of gamification of education [13]. The results obtained supplement the conclusions of N.I.…”
Section: Levelsupporting
confidence: 74%
“…In general, game mechanics, according to O. Mauroner, should be understood as a set of rules and methods to support the interaction of the participants of the game environment and the game space itself (characters, design, plot) [13].…”
mentioning
confidence: 99%
“…Thus, the GLO-BUS simulation used by the students in this study included "the key elements of gamified systems" (Mauroner, 2019): (1) feedback -as the students received continuous feedback when they made "tentative" moves, as well as feedback after each round of the gameplay with (2) transparencyas they could see the comparisons with the other competitors and their own past decisions, all this in light of the (3) objectives and tasks -provided at the outset, accompanied by (4) storytelling -as the game is played in the context of how "companies" operating in a specific industry compete against their rivals in the global context, wherein (5) points -are awarded in each round, and ( 6) badges -which can be earned for certain accomplishments in the form of "rewards", given the fact that students are engaged in a ( 7) contest -competing with the rival companies comprised of the other student teams in their classes, at their university, and globally, while also being engaged in (8) collaboration -amongst their own team members in order to succeed in each round which must be completed in a predefined (9) time, where they also have the ability to learn from (10) repetition -as each round is similar and students are engaged in multiple rounds of the gameplay, simultaneously also enjoying a certain level of ( 11) personalization -where they can customize certain aspects of their company, such as the company name.…”
Section: Business Capstone Courses and Simulation Usementioning
confidence: 99%
“…Gamification entails the integration of game-design concepts and techniques into non-gaming environments with the objective of enhancing user participation and enthusiasm. (Mauroner, O. (2019) [3]).…”
Section: Introductionmentioning
confidence: 99%
“…(Mauroner, O. (2019) [3]). By incorporating elements such as points, badges, leaderboards, challenges, and rewards, gamification strives to make banking activities more enjoyable, interactive, and immersive for customers [4]).…”
Section: Introductionmentioning
confidence: 99%