Pregled bibliografske jedinice broj: 1261245
Elements of computer games in modern business
Elements of computer games in modern business // Economic and Social Development (Book of Proceedings) / Suwannarat, Pornlapas ; Meeampol, Sasivimol ; Rassameethes, Bordin ; Sooksmarn, Suparerk (ur.).
Bangkok: VADEA ; Sveučilište Sjever ; Kasetsart Business School, Bangkok, Thailand, Kasetsart University, Bangkok, Thailand, 2023. str. 105-114 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1261245 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Elements of computer games in modern business
Autori
Lastavec, Viktorija ; Bernik, Andrija ; Gecek, Robert ; Vusic, Damir
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Economic and Social Development (Book of Proceedings)
/ Suwannarat, Pornlapas ; Meeampol, Sasivimol ; Rassameethes, Bordin ; Sooksmarn, Suparerk - Bangkok : VADEA ; Sveučilište Sjever ; Kasetsart Business School, Bangkok, Thailand, Kasetsart University, Bangkok, Thailand, 2023, 105-114
Skup
92nd International Scientific Conference on Economic and Social Development - "Business, Economics and Social Development after Pandemics"
Mjesto i datum
Bangkok, Tajland, 23.02.2023. - 24.02.2023
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
gamification ; game elements ; business ; business transformation, motivation ; PBL system ; MDC concept ; 6D model ; Octalysis system
(gamification ; game elements ; business ; business transformation ; motivation ; PBL system ; MDC concept ; 6D model ; Octalysis system)
Sažetak
The aim of this work is to review gamification methods in the context of business and to compare previous scientific research that elaborates on the issue of implementing video game elements in business systems to improve motivation and engagement of employees and consumers. How to use valid techniques to implement successful business process and business transformation using gaming elements in a company or organisation. Examples of good and bad implementation in practice supported by research and scientific works of experts in the field. What are the advantages of gamification in business, what is the undesirable impact and how to minimise it, that is, how to avoid these unfavourable effects.
Izvorni jezik
Engleski
Znanstvena područja
Grafička tehnologija, Informacijske i komunikacijske znanosti
POVEZANOST RADA
Ustanove:
Sveučilište Sjever, Koprivnica
Citiraj ovu publikaciju:
Časopis indeksira:
- HeinOnline