10% off all books and free delivery over £40
Buy from our bookstore and 25% of the cover price will be given to a school of your choice to buy more books. *15% of eBooks.

The Business of Gamification

View All Editions (2)

The selected edition of this book is not available to buy right now.
Add To Wishlist
Write A Review

About

The Business of Gamification Synopsis

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.

About This Edition

ISBN: 9781138340145
Publication date:
Author: Mikolaj Dymek
Publisher: Routledge an imprint of Taylor & Francis Ltd
Format: Paperback
Pagination: 252 pages
Series: Routledge Advances in Management and Business Studies
Genres: Sales and marketing
Information technology industries
Hobbies, quizzes and games
Organizational theory and behaviour
Management and management techniques
Organizational theory and behaviour
Sales and marketing
Media studies