GAMIFICATION IN FOR-PROFIT ORGANISATIONS: A MAPPING STUDY

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dc.contributor.author SZENDRŐI, László
dc.contributor.author DHIR, Krishna S.
dc.contributor.author CZAKÓ, Katalin
dc.date.accessioned 2025-02-26T06:15:56Z
dc.date.available 2025-02-26T06:15:56Z
dc.date.issued 2020
dc.identifier.uri http://digitalrepository.cipmlk.org/handle/1/924
dc.description.abstract This study reviews prevailing trends in “for-profit” business-related gamification. It examines the current litera ture, focusing on gamification elements, industries and variables that is of interest to researchers in different business en vironments. A systematic mapping approach was applied to this study. Articles were selected from different databases in a two-step screening process, subject to sets of inclusion and exclusion criteria. A total of 25 articles were further for: (1) rep resented industries, (2) orientation of the gamified system, (3) types of implementation, (4) gamification elements analysed, (5) impact on companies, and (6) company variables analysed. Results confirmed that the number of empirical studies on gamification in for-profit organisations is growing. Researchers have placed greater emphasis on analysing customer-relat ed gamification environments than on employee-oriented gamification. This finding is consistent with the prevailing trend of increasing demand from practitioners to gamify customer-related processes. This is likely due to the potential for higher positive impact on the performance of companies. Most frequently deployed gamification elements are badges, rewards, and leader boards. The literature suggests that over all, gamification has a positive effect on various company variables, such as motivation, engagement of employees, brand loyalty, and customer experience. This paper highlights the particular areas of business-related gamification that have already been examined and possible future directions. en_US
dc.language.iso en en_US
dc.relation.ispartofseries Verslas: Teorija ir praktika / Business: Theory and Practice;21(2)
dc.subject gamification, organisations, customer environment, engagement, motivation, mapping study, badges, levels, points. en_US
dc.title GAMIFICATION IN FOR-PROFIT ORGANISATIONS: A MAPPING STUDY en_US
dc.type Article en_US


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