Abstract
Original language | English |
---|---|
Title of host publication | Growth through servitization |
Subtitle of host publication | drivers, enablers, processes and impact (SSC2014) : proceedings of the Spring Servitization Conference |
Editors | Tim Baines, Ben Clegg, David Harrison |
Place of Publication | Birmingham (UK) |
Publisher | Aston University |
Pages | 166-172 |
Number of pages | 7 |
ISBN (Print) | 978-1-85449-472-6 |
Publication status | Published - May 2014 |
Event | Spring Servitization Conference 2014 - Aston University, Birmingham, United Kingdom Duration: 2 May 2014 → 14 May 2014 |
Conference
Conference | Spring Servitization Conference 2014 |
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Abbreviated title | SSC2014 |
Country | United Kingdom |
City | Birmingham |
Period | 2/05/14 → 14/05/14 |
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Bibliographical note
© Aston Business SchoolFunding: PSRC Grants Ref EP/K014064/1, EP/K014072/1, EP/K014080/1
Keywords
- gamification
Cite this
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Gamification : using gaming mechanics to promote a business. / Petridis, Panagiotis; Baines, Tim; Lightfoot, Howard; Shi, Victor G.
Growth through servitization: drivers, enablers, processes and impact (SSC2014) : proceedings of the Spring Servitization Conference. ed. / Tim Baines; Ben Clegg; David Harrison. Birmingham (UK) : Aston University, 2014. p. 166-172.Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
TY - GEN
T1 - Gamification
T2 - using gaming mechanics to promote a business
AU - Petridis, Panagiotis
AU - Baines, Tim
AU - Lightfoot, Howard
AU - Shi, Victor G.
N1 - © Aston Business School Funding: PSRC Grants Ref EP/K014064/1, EP/K014072/1, EP/K014080/1
PY - 2014/5
Y1 - 2014/5
N2 - The use of digital games and gamification has demonstrable potential to improve many aspects of how businesses provide training to staff, operate, and communicate with consumers. However, a need still exists for the benefits and potential of adopting games and gamification be effectively communicated to decision-makers across sectors. This article provides a structured review of existing literature on the use of games in the business sector, seeking to consolidate findings to address research questions regarding their perception, proven efficacy, and identify key areas for future work. The findings consolidate evidence showing serious games can have a positive and valuable impact in multiple areas of a business, including training, decision-support, and consumer outreach. They also highlight the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.
AB - The use of digital games and gamification has demonstrable potential to improve many aspects of how businesses provide training to staff, operate, and communicate with consumers. However, a need still exists for the benefits and potential of adopting games and gamification be effectively communicated to decision-makers across sectors. This article provides a structured review of existing literature on the use of games in the business sector, seeking to consolidate findings to address research questions regarding their perception, proven efficacy, and identify key areas for future work. The findings consolidate evidence showing serious games can have a positive and valuable impact in multiple areas of a business, including training, decision-support, and consumer outreach. They also highlight the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.
KW - gamification
M3 - Conference contribution
SN - 978-1-85449-472-6
SP - 166
EP - 172
BT - Growth through servitization
A2 - Baines, Tim
A2 - Clegg, Ben
A2 - Harrison, David
PB - Aston University
CY - Birmingham (UK)
ER -