Semantic Scholar Open Access 2015 741 sitasi

Is it all a game? Understanding the principles of gamification

Karen Robson Kirk Plangger Jan H. Kietzmann Ian Paul McCarthy L. Pitt

Abstrak

There is growing interest in how gamification—defined as the application of game design principles in non-gaming contexts—can be used in business. However, academic research and management practice have paid little attention to the challenges of how best to design, implement, manage, and optimize gamification strategies. To advance understanding of gamification, this article defines what it is and explains how it prompts managers to think about business practice in new and innovative ways. Drawing upon the game design literature, we present a framework of three gamification principles—mechanics, dynamics, and emotions (MDE)—to explain how gamified experiences can be created. We then provide an extended illustration of gamification and conclude with ideas for future research and application opportunities.

Topik & Kata Kunci

Penulis (5)

K

Karen Robson

K

Kirk Plangger

J

Jan H. Kietzmann

I

Ian Paul McCarthy

L

L. Pitt

Format Sitasi

Robson, K., Plangger, K., Kietzmann, J.H., McCarthy, I.P., Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. https://doi.org/10.1016/J.BUSHOR.2015.03.006

Akses Cepat

PDF tidak tersedia langsung

Cek di sumber asli →
Lihat di Sumber doi.org/10.1016/J.BUSHOR.2015.03.006
Informasi Jurnal
Tahun Terbit
2015
Bahasa
en
Total Sitasi
741×
Sumber Database
Semantic Scholar
DOI
10.1016/J.BUSHOR.2015.03.006
Akses
Open Access ✓