Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Oscar Bernardes (ISCAP, ISEP, Polytechnic Institute of Porto, Portugal & University of Aveiro, Portugal), Vanessa Amorim (ISCAP, Polytechnic Institute of Porto, Portugal), and António Carrizo Moreira (University of Aveiro, Portugal)
Release Date: January, 2022|Copyright: © 2022 |Pages: 657
DOI: 10.4018/978-1-7998-9223-6
ISBN13: 9781799892236|ISBN10: 1799892239|EISBN13: 9781799892250
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Description & Coverage
Description:

Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation.

The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Distance Learning
  • E-Government Services
  • Game-Based Learning
  • Health Behaviors
  • Professional Development
  • Recommender Systems
  • Security Awareness
  • Sexual Health
  • Sport Engagement
  • Sustainable Engagement
  • User Engagement
  • Virtual Reality
  • Work Motivation
  • Workplace Training
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Editor/Author Biographies

Oscar Bernardes holds a Ph.D. in management, since 2013. He worked as management consultant for several years, in several organizations (social, profitable, and governmental). He is Invited Professor at Polytechnic Institute of Porto (P.Porto), Portugal, where he has been lecturing courses in the following areas: entrepreneurship, innovation, marketing and general management. His research interests include entrepreneurship, gamification, innovation, and marketing.

Vanessa Amorim is a Business and Economics Ph.D. student at the University of Aveiro - Portugal. She has a master’s in Organizational Management - Specialization: Business Management and a Post-Graduation in Management Tools for Business Competitiveness from Institute Polytechnic of Porto - Portugal. Her main research interests are Innovation, Entrepreneurship, Marketing, and Business Management.

António Carrizo Moreira obtained a Bachelor’s degree in Electrical Engineering and a Master’s degree in Management, both from the University of Porto, Portugal. He received his Ph.D. in Management from the University of Manchester, England. He has a solid international background in industry leveraged working for a multinational company in Germany as well as in Portugal. He has also been involved in consultancy projects and research activities. He is an Associate Professor at the Department of Economics, Management, Industrial Engineering, and Tourism, University of Aveiro, Portugal, where he headed the Bachelor and Master Degrees in Management for five years. He is member of GOVCOPP research unit.

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