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Gamification and Global Business Management : Mapping the Future.
・ISBN 978-981-9801-53-4 hard US$ 108.00
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電子版あり 大学・学術機関向け電子ブック(eBook)ISBN 978-981-9801-54-1
| 著者・編者 | Behl, Abhishek / Sampat, Brinda / Pereira, Vijay (eds.), |
|---|---|
| シリーズ | Emerging Issues in International Business and Global Strategy |
| 出版社 | (World Scientific, SI) |
| 出版年月 | 2025.03 |
| ページ数 | 300 pp. |
| 言語 | ENG |
| ニュース番号 | <741-474> |
解説
These days, the term "gamification" is increasingly, and at the same time, widely used in business. Globally, businesses are adopting gamification as the primary method in transforming business operations. Gamification refers to the practice of incorporating game concepts into non-game environments, such as a corporate website, online community, or company intranet, in order to boost employee engagement. Gamification aims to engage and motivate customers, staff members, and partners to encourage co-operation, sharing and interaction. Businesses utilize game elements, such as leaderboards, badges and rewards to recruit, onboard, and train new employees; to motivate compliance with administrative requirements, such as filing travel and expense reports, to engage remote teams and to improve employee performance.Gamification helps organization by encouraging the desired employee behaviour. This book considers the application of gamification and its implementation in the business context across global enterprises. It aims to explain the importance and applications of gamification towards the business context in areas including marketing, human resource management and financial services and provide an understanding of the essence of gamification in organizations, its role in the present. The book investigates the founded applications and games within the book chapters, based on the organizational behavioral context, international marketing management and financial services context. Furthermore, it presents practical real-world examples of application-based gamification for organizations in this book.