Business of Gamification

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Agile Project Management
business processes
business research
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Category=KNTX
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consumer motivation research
Death Metal Fan
digital marketing strategies
employee engagement theory
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eq_business-finance-law
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Game Design Elements
Game Developer
Game Elements
Game Frame
Game Mechanisms
game theory
Gamifi Cation
Gamifi Ed
gamification in business management research
Gamified Applications
Gamified Mechanisms
Gamified System
Grand Theft Auto
Green Consumption
Green Guide
Loyalty Programs
management innovation
marketing
Marketing Communications
Meaningful Gamification
Non-game Contexts
Nongame Context
organizational behavior
Progressive Grocer
sustainability engagement tools
Terministic Screens
Traversal Function
UCD
video games
Xbox Live

Product details

  • ISBN 9781138340145
  • Weight: 408g
  • Dimensions: 152 x 229mm
  • Publication Date: 06 Aug 2018
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Mikolaj Dymek is an Associate Professor in the Department of Media and Communication Science at Mid Sweden University, Sweden.

Peter Zackariasson is an Associate Professor in Marketing in the School of Business, Economics and Law at the University of Gothenburg, Sweden.