Sam-Epelle, Ibelema, Olayinka, Olakunle and Jones, Peter ORCID: 0000-0002-9566-9393 (2022) The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models. Sustainability, 14 (15). Art 9251. doi:10.3390/su14159251
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Abstract
Gamification’s adoption in the enterprise today is on the rise and provides benefits such as customer loyalty and increased employee engagement. In this article, the use of gamification in the enterprise is assessed in seeking to understand how fully gamified systems differ from related concepts such as toys, playful designs, and serious games. Given the increasing interest in enterprise gamification, it is useful to evaluate how it has evolved and its acceptance via a multidisciplinary lens. It is also critical to assess frameworks and approaches applied in understanding the trend. The current article concludes that a value-oriented approach is needed for a more comprehensive understanding of enterprise gamification acceptance and users’ experience, particularly in today’s workforce that is largely dominated by millennials.
Item Type: | Article |
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Article Type: | Article |
Additional Information: | This article belongs to the Special Issue E-business, Information Systems Management and Sustainable Strategy Development in the Digital Era |
Uncontrolled Keywords: | gamification; enterprise gamification; technology acceptance models; value framework; conceptual model; digital transformation |
Subjects: | T Technology > T Technology (General) |
Divisions: | Schools and Research Institutes > School of Business, Computing and Social Sciences |
Research Priority Areas: | Applied Business & Technology |
Depositing User: | Anne Pengelly |
Date Deposited: | 01 Aug 2022 15:30 |
Last Modified: | 31 Jul 2023 10:50 |
URI: | https://eprints.glos.ac.uk/id/eprint/11425 |
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