期刊
BUSINESS HORIZONS
卷 59, 期 1, 页码 29-36出版社
ELSEVIER SCIENCE BV
DOI: 10.1016/j.bushor.2015.08.002
关键词
Gamification; Employee engagement; Customer engagement; Mechanics; Dynamics; Emotions; Behavior change
类别
Managers are frequently tasked with increasing the engagement levels of key stakeholders, such as customers and employees. Gamification-defined as the application of game design principles to change behavior in non-gaming contexts-is a tool that, if crafted and implemented properly, can increase engagement. In this article we discuss how gamification can aid customer and employee engagement, and delineate between four different types of customers and employees who act as 'players' in gamified experiences. We include illustrative examples of gamification and conclude by presenting five lessons for managers who wish to utilize gamification. (C) 2015 Kelley School of Business, Indiana University. Published by Elsevier Inc. All rights reserved.
作者
我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。
推荐
暂无数据