The Business of Gamification
A Critical Analysis
Mikolaj Dymek editor Peter Zackariasson editor
Format:Hardback
Publisher:Taylor & Francis Ltd
Published:29th Sep '16
Currently unavailable, and unfortunately no date known when it will be back
This hardback is available in another edition too:
- Paperback£43.99(9781138340145)
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.
ISBN: 9781138824164
Dimensions: unknown
Weight: 476g
252 pages