Gaming in Management Publications
Keywords:
gamification, extrinsic motivation, management model, business technology, research directions, Scopus databaseAbstract
New technologies have made it possible to use game mechanics for purposes other than fun, but mainly to motivate employees to work more efficiently, consumers willing to co-create innovative products, etc. The main research objective of the article is to identify gamification as an interdisciplinary method used in different areas of social sciences and business. The subjects of the evaluation were articles in scientific journals published in English. These publications were retrieved from the databases: Scopus and Elsevier and Springer Line. The indicated databases were searched for scientific, peer-reviewed articles published between 2016 and 2022. The article defines the essence of gamification, defined by Detering, Hamari, Houtari and Harman, among others, as a pragmatic concept related to business expectations. Selected areas of application of gamification in business, management and accounting are presented. The growing number of publications in the social sciences, health sciences, mainly nursing, and education is indicated. The study found that there is a growing interest among researchers and practitioners in gamification. In the past, the literature was dominated by publications in the computer sciences and now in the social sciences, education sciences and health sciences. There has been a lack of research in the literature on the international dimension of gamification, and cultural differences are not taken into account, treating gamification participants as having the same social and cultural background. One can point to the development of research in: education and health services.
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Copyright (c) 2024 Wojciech Pizło
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Accepted 2023-07-20
Published 2024-03-26