Gamification and Global Business Management:Mapping the Future
Edited by Abhishek Behl,
Brinda Sampat and
Vijay Pereira
in World Scientific Books from World Scientific Publishing Co. Pte. Ltd.
Abstract:
These days, the term "gamification" is increasingly, and at the same time, widely used in business. Globally, businesses are adopting gamification as the primary method in transforming business operations. Gamification refers to the practice of incorporating game concepts into non-game environments, such as a corporate website, online community, or company intranet, in order to boost employee engagement. Gamification aims to engage and motivate customers, staff members, and partners to encourage co-operation, sharing and interaction. Businesses utilize game elements, such as leaderboards, badges and rewards to recruit, onboard, and train new employees; to motivate compliance with administrative requirements, such as filing travel and expense reports, to engage remote teams and to improve employee performance.
Keywords: Gamification; Dark Side; Ethics; Privacy; Health; Consumer Behaviour; Fintech (search for similar items in EconPapers)
JEL-codes: D23 M1 O3 (search for similar items in EconPapers)
Date: 2025
ISBN: 9789819801534
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https://www.worldscientific.com/worldscibooks/10.1142/14061 (text/html)
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Chapters in this book:
- Ch 1 Global Business and Gamification: An Introduction , pp 1-9

- Brinda Sampat, Vijay Pereira and Abhishek Behl
- Ch 2 Gamification in Personal Finance: A Global Perspective , pp 11-34

- Chandan Kumar Tiwari and Abhinav Pal
- Ch 3 A Cross-Country Analysis of Gamified App Users across the Consumer Buying Journey: The Case of Nykaa and Boots , pp 35-56

- Ayushi Gupta and Ashish Gupta
- Ch 4 Theoretical Foundations of Gamification in Global Employee Engagement , pp 57-81

- Manish Gupta
- Ch 5 Gamification as a Global Business Strategy for Competitive Advantage , pp 83-117

- Manmeet Singh Khokhar, Abhijeet Agashe and Vipin Gupta
- Ch 6 The Future of Gamification in Organizations: A Scoping Review , pp 119-146

- Nirma Sadamali Jayawardena, Charitha Harshani Perera, Narayanage Jayantha Dewasiri and P G S Amila Jayarathne
- Ch 7 Gamification — It’s a Continuum , pp 147-165

- Shreyas Korad
- Ch 8 The Dark Side of Gamification: Ethics, Privacy, Surveillance, and Monitoring in the Use of Gamified Elements , pp 167-198

- Deepika R Gupta
- Ch 9 Sustainable Gamification: Integrating User Type Model with Continuous Improvement of Process Cycles , pp 199-227

- Sattwik Mohanty
- Ch 10 Global Customer Engagement through Gamified Mobile Apps (A Case of the Smytten App) , pp 229-257

- S. Veeramangala and V. Srikanth
- Ch 11 Developing the Framework to Understand the Process of Artificial Intelligence-Empowered Gamification in Global Firms , pp 259-279

- Gourav Roy and Varsha Jain
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