Business of Gamification

Business of Gamification

Taylor & Francis

The Business of GamificationA Critical Analysis\nAuthor(s): Mikolaj Dymek, Peter Zackariasson\nFormat: Hardback\nPublisher: Taylor & Francis Ltd, United Kingdom\nImprint: Routledge\nISBN-13: 9781138824164, 978-1138824164\nSynopsis\nAt 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.\n\nThe 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 wha.

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