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Gamification is
Linnaeus University, School of Business and Economics, Department of Organisation and Entrepreneurship.ORCID iD: 0000-0002-1992-7979
2020 (English)In: Utilizing gamification in servicescapes for improved consumer engagement / [ed] Miralem Helmefalk & Leif Marcusson, Hershey: IGI Global, 2020, p. 24-49Chapter in book (Refereed)
Abstract [en]

Gamification is the use of game mechanics in non-game situations for the players' / users' own goals by strengthening their intrinsic motivation. Game mechanics can for example be pins, badges, avatars, and leveling. The expression gamification was created in 2002 and is still in use although it has always been a problematic term. There are many models, methods, and tools to choose between when creating gamified applications. But regardless of which choice is made, the player / user must be in the center and knowledge about him/her used. A gamified application must in principle be digital and give instant feedback and reward. The effects of tiredness are particularly interesting since they limit the possibilities of gamification and would be of interest to investigate more.

Place, publisher, year, edition, pages
Hershey: IGI Global, 2020. p. 24-49
Series
Advances in Business Strategy and Competitive Advantage (ABSCA), ISSN 2327-3429, E-ISSN 2327-3437
National Category
Business Administration
Research subject
Economy, Business administration
Identifiers
URN: urn:nbn:se:lnu:diva-93118DOI: 10.4018/978-1-7998-1970-7.ch002ISBN: 1799819701 (print)ISBN: 9781799819707 (print)ISBN: 9781799819721 (electronic)OAI: oai:DiVA.org:lnu-93118DiVA, id: diva2:1416718
Available from: 2020-03-25 Created: 2020-03-25 Last updated: 2020-03-30Bibliographically approved

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  • de-DE
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  • nn-NB
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