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Cited by 834

The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.

Is it all a game? Understanding the principles of gamification

Open access
Robson, Karen, Plangger, Kirk, Kietzmann, Jan H., McCarthy, Ian, Pitt, Leyland·2015·Business Horizons

Abstract

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.

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Crossref · 10.1016/j.bushor.2015.03.006

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Metadata

Authors
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L.
Venue
Business Horizons
Publisher
Elsevier BV
Published
2015-07
Volume
58
Issue
4
Pages
411-420
ISSN
0007-6813 (ISSN-L)
OpenAlex
W2005039690
Cited by
834
References
3
FWCI
102.57
Type
journal article
Language
en
Open access
green

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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.