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Year of publication
Subject
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Gamification 306 gamification 101 Consumer behaviour 53 Konsumentenverhalten 53 Computerspiel 46 Video game 45 Motivation 42 Social Web 26 Social web 26 Beziehungsmarketing 25 Game theory 25 Relationship marketing 25 Spieltheorie 25 Innovation 24 Experiment 20 Leistungsmotivation 20 Work motivation 20 Games 19 Digitalisierung 17 Spiel 17 Innovationsmanagement 16 Brand management 15 E-Business 15 E-business 15 Engagement 15 Markenführung 15 Innovation management 14 Internet marketing 14 Online-Marketing 14 Digitization 13 Education 12 E-Learning 11 Emotion 10 Learning process 10 Leistungsanreiz 10 Lernprozess 10 Performance incentive 10 Customer integration 9 Kundenintegration 9 Open innovation 9
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Online availability
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Undetermined 244 Free 90
Type of publication
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Article 320 Book / Working Paper 76
Type of publication (narrower categories)
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Article in journal 241 Aufsatz in Zeitschrift 241 Aufsatz im Buch 36 Book section 36 Hochschulschrift 19 Aufsatzsammlung 16 Graue Literatur 14 Non-commercial literature 14 Working Paper 11 Article 7 Arbeitspapier 6 Collection of articles of several authors 6 Sammelwerk 6 Conference paper 4 Konferenzbeitrag 4 Case study 3 Fallstudie 3 Conference Paper 2 Collection of articles written by one author 1 Konferenzschrift 1 Lehrbuch 1 Ratgeber 1 Sammlung 1 Thesis 1
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Language
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English 341 German 44 Undetermined 7 Spanish 3 French 2
Author
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Hamari, Juho 9 Leclercq, Thomas 7 Vesa, Mikko 7 Behl, Abhishek 5 Eppmann, René 5 Hammedi, Wafa 5 Klein, Kristina 5 Landers, Richard N. 5 Poncin, Ingrid 5 Araya, Roberto 4 Arias Ortiz, Elena 4 Bottan, Nicolas L. 4 Cristia, Julian 4 Gupta, Manish 4 Harviainen, J. Tuomas 4 Spanellis, Agnessa 4 Bekk, Magdalena 3 Bonazzi, Riccardo 3 Buhalis, Dimitrios 3 Catalán, Sara 3 Daske, Thomas 3 Dörfler, Viktor 3 Grèzes, Vincent 3 Grèzes-Bürcher, Sandra 3 Jayawardena, Nirma Sadamali 3 Kundisch, Dennis 3 Marcusson, Leif 3 Rechenberg, Tobias von 3 Robra-Bissantz, Susanne 3 Robson, Karen 3 Sironi, Paolo 3 Warmelink, Harald 3 Woźniak, Jacek 3 Xu, Feifei 3 Adornes, Gustavo Scheffel 2 Anderie, Lutz 2 Andrews, Daniel 2 Baines, Tim 2 Berlo, Zeph M. C. van 2 Bigdeli, Ali Ziaee 2
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Institution
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ToKnowPress 3 Springer Fachmedien Wiesbaden 2 Duale Hochschule Baden-Württemberg Stuttgart 1 Eric Cuvillier <Firma> 1 Erich-Schmidt-Verlag <Berlin> 1 Georg-August-Universität Göttingen 1 Huss-Verlag 1 IGI Global 1 P.I.E. - Peter Lang S.A. 1 Universität zu Köln 1 Universitäts- und Landesbibliothek Münster 1 Verlag Dr. Kovač 1 Verlag Franz Vahlen 1 Walter de Gruyter GmbH & Co. KG 1
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Published in...
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Journal of business research : JBR 22 HMD : Praxis der Wirtschaftsinformatik 15 Organizational gamification : theories and practices of ludified work in late modernity 11 Springer eBook Collection 7 Technological forecasting & social change : an international journal 7 Tourism management : research, policies, practice 7 International Journal of Game-Based Learning (IJGBL) 6 International journal of selection and assessment : IJSA 5 Journal of management inquiry 5 Business horizons 4 Information & management : the internat. journal of management processes and systems ; journal of IFIP Users Group 4 Journal of interactive marketing : a quarterly publication from the Direct Marketing Educational Foundation 4 Journal of marketing education : JME 4 Journal of promotion management : innovations in planning and applied research 4 Journal of retailing and consumer services 4 Administrative Sciences : open access journal 3 Business systems research : a system view accross technology & economics : the journal of Society for Advancing Innovation and Research in Economy 3 International Journal of Human Capital and Information Technology Professionals (IJHCITP) 3 International Journal of Web-Based Learning and Teaching Technologies (IJWLTT) 3 International journal of research in marketing : IJRM ; official journal of the European Marketing Academy 3 Journal of electronic commerce in organizations : the international journal of electronic commerce in modern organizations ; an official publication of the Information Resources Management Association 3 Journal of management education : the official publication of the Organizational Behavior Teaching Society 3 Research 3 The international journal of management education 3 Wissenschaftliche Schriften der WWU Münster / 4 3 E-consumers in the era of new tourism 2 Electronic markets : EM ; the international journal of electronic commerce and business media 2 Human Capital without Borders: Knowledge and Learning for Quality of Life; Proceedings of the Management, Knowledge and Learning International Conference 2014 2 IDB Working Paper Series 2 Industrial marketing management : the international journal for industrial and high-tech firms 2 Information systems research : ISR 2 International Journal of Computational Methods in Heritage Science (IJCMHS) 2 International journal of advertising : the review of marketing communications 2 International journal of innovation and technology management 2 International journal of learning and change : IJLC 2 International journal of technology marketing : IJTMkt 2 Journal of business ethics : JOBE 2 Journal of destination marketing & management 2 Journal of global information management 2 Journal of management information systems : JMIS 2
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Source
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ECONIS (ZBW) 346 Other ZBW resources 28 EconStor 14 RePEc 8
Showing 1 - 50 of 396
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The effectiveness of gamification in the online and offline qualitative marketing research
Ścibor-Rylski, Michał - In: Journal of marketing and consumer behaviour in emerging … (2021) 2/13, pp. 56-64
Gamified market research tools help to increase respondents' engagement and obtain more in- depth results. Up till now the effects of gamification have been tested in the offline environment. The COVID-19 pandemic changed the world of the qualitative research and also triggered a need to...
Persistent link: https://ebtypo.dmz1.zbw/10013382440
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Gamifying online training in management education to support emotional engagement and problem-solving skills
Schöbel, Sofia Marlena; Janson, Andreas; Leimeister, … - In: Journal of management education : the official … 47 (2023) 2, pp. 166-203
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Innovative mobile technology in hotels and the use of gamification
Parapanos, Demos; Michopoulou, Eleni - In: Tourism planning & development 20 (2023) 2, pp. 162-187
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Twenty years of research on gamified advertising : a systematic overview of theories and variables
Berlo, Zeph M. C. van; Reijmersdal, Eva A. van; … - In: International journal of advertising : the review of … 42 (2023) 1, pp. 171-180
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The epic game of creating a successful gamified co-creation strategy
Lopes, João; Gomes, Sofia; Santos, Nélia; Cussina, Hugo; … - In: Administrative Sciences : open access journal 13 (2023) 1, pp. 1-15
This paper aims to explore consumer engagement with online retailers through gamification, the use of game mechanics, and co-creation. A qualitative methodology was used through an exploratory case study approach. The interviews were conducted with 30 Portuguese consumers. It was found that the...
Persistent link: https://ebtypo.dmz1.zbw/10014231624
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Applying game-based approaches in personnel selection : a systematic literature review
Aouam, Hamza; Belmouffeq, Bouchra; Mahil, Aziza - In: Management dynamics in the knowledge economy 11 (2023) 1/39, pp. 16-29
Persistent link: https://ebtypo.dmz1.zbw/10014265985
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A mixed-methods study of marketing students' game-playing motivations and gamification elements
Jaskari, Minna-Maarit; Syrjälä, Henna - In: Journal of marketing education : JME 45 (2023) 1, pp. 38-54
Persistent link: https://ebtypo.dmz1.zbw/10014246067
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It is really not a game : an integrative review of gamification for service research
Ciuchita, Robert; Heller, Jonas; Köcher, Sarah; … - In: Journal of service research 26 (2023) 1, pp. 3-20
Persistent link: https://ebtypo.dmz1.zbw/10014246189
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Gamification for sales incentives
Woźniak, Jacek - In: Contemporary economics 14 (2020) 2, pp. 144-161
Gamification as the use of game mechanisms for motivation in non-game contexts has been gaining popularity and is considered one of the hottest topics in management. However, there is little research on gamification in remuneration systems, especially with regard to the sales force. The article...
Persistent link: https://ebtypo.dmz1.zbw/10012237271
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Evaluating a gamified bystander program: Evidence from two randomized online field experiments
Ebers, Axel; Thomsen, Stephan L. - 2022
Objective: Previous social-psychological research has demonstrated the positive effects of online bystander programs on various crime-related outcomes, while information systems research has demonstrated the ability of gamification to improve motivation, engagement, and learning. This study...
Persistent link: https://ebtypo.dmz1.zbw/10013178199
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Evaluating a gamified bystander program : evidence from two randomized online field experiments
Ebers, Axel; Thomsen, Stephan L. - 2022
Objective: Previous social-psychological research has demonstrated the positive effects of online bystander programs on various crime-related outcomes, while information systems research has demonstrated the ability of gamification to improve motivation, engagement, and learning. This study...
Persistent link: https://ebtypo.dmz1.zbw/10012820863
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Effective online engagement strategies through gamification : a systematic literature review and a future research agenda
Jayawardena, Nirma Sadamali; Ross, Mitchell; Quach, Sara; … - In: Journal of global information management 30 (2022) 5, pp. 1-25
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Gamification in sozialen Medien : Auswirkungen gamifizierter Inhalte auf die Markenwahrnehmung bei TikTok
Burmann, Christoph; Germroth, Gloria - 2022
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Digitalization in teaching economic disciplines : past, current and future perspectives
Dečman, Nikolina; Rep, Ana - In: Business systems research : a system view accross … 13 (2022) 2, pp. 1-7
This special issue of Business Systems Research (SI of the BSR) highlights the past, current and future perspectives of digitalization in teaching economic disciplines. The emphasis has been put on digital competencies, the quality of e-learning, e-exams, digital tools, gamification, and digital...
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Who is more eager to use gamification in economic disciplines? : comparison of students and educators
Dečman, Nikolina; Rep, Ana; Titgemeyer, Marion - In: Business systems research : a system view accross … 13 (2022) 2, pp. 96-116
Background: In this paper, the focus is on the application of digital and mobile technologies as supporting tools for the implementation of gamification in the field of education of future economists. Objectives: The paper's main objective is to explore whether educators and students are...
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Gamification as an innovative instrument for employee engagement
Girdauskiene, Lina; Ausrine Ciplyte, Edita; Navickas, … - In: Marketing i menedžment innovacij : m&mi (2022) 1, pp. 10-17
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Game-based, gamified, and gamefully designed assessments for employee selection : definitions, distinctions, design, and validation
Landers, Richard N.; Sanchez, Diana R. - In: International journal of selection and assessment : IJSA 30 (2022) 1, pp. 1-13
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Fair play? : sex-, age-, and job-related correlates of performance in a computer-based simulation game
Melchers, Klaus G.; Basch, Johannes M. - In: International journal of selection and assessment : IJSA 30 (2022) 1, pp. 48-61
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Assessment of cognitive flexibility in personnel selection : validity and acceptance of a gamified version of the Wisconsin Card Sorting Test
Hommel, Björn E.; Ruppel, Regina; Zacher, Hannes - In: International journal of selection and assessment : IJSA 30 (2022) 1, pp. 126-144
Persistent link: https://ebtypo.dmz1.zbw/10013163702
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Gamification of warehousing : exploring perspectives of warehouse managers in the UK
Bahr, Witold; Mavrogenis, Vasileios; Sweeney, Edward - In: International journal of logistics : research and … 25 (2022) 3, pp. 247-259
Persistent link: https://ebtypo.dmz1.zbw/10013426102
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Brands in a game or a game for brands? : comparing the persuasive effectiveness of in-game advertising and advergames
Ghosh, Tathagata; Sreejesh, S.; Dwivedi, Yogesh Kumar - In: Psychology & marketing 39 (2022) 12, pp. 2328-2348
Persistent link: https://ebtypo.dmz1.zbw/10013465194
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Gamification of electronic negotiation training : effects on motivation, behaviour and learning
Schmid, Andreas; Schoop, Mareike - In: Group decision and negotiation 31 (2022) 3, pp. 649-681
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Gamifying situated learning in organisations
Spanellis, Agnessa; Pyrko, Igor; Dörfler, Viktor - In: Management learning : the international journal for … 53 (2022) 3, pp. 525-546
Persistent link: https://ebtypo.dmz1.zbw/10013269619
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Gamification in innovation teams
Patricio, Rui; Moreira, António Carrizo; Zurlo, Francesco - In: International Journal of Innovation Studies 6 (2022) 3, pp. 156-168
The paper examines the relationship between gamification - the use of game elements in non-gaming contexts - and innovation teams’ outcomes. It builds on psychological and teamwork theories, arguing that gamification overcomes collaboration issues and generates multiple positive outcomes,...
Persistent link: https://ebtypo.dmz1.zbw/10013447534
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Gameful learning for a more sustainable world : measuring the effect of design elements on long-term learning outcomes in correct waste sorting
Hoffmann, Greta Luise; Pfeiffer, Jella - In: Business & information systems engineering 64 (2022) 4, pp. 459-482
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Gamblified digital product offerings : an experimental study of loot box menu designs
Adam, Martin; Roethke, Konstantin; Benlian, Alexander - In: Electronic markets : EM ; the international journal of … 32 (2022) 2, pp. 971-986
Persistent link: https://ebtypo.dmz1.zbw/10013399901
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An empirical study on the impact of learning theory on gamification-based training programs
Kulkarni, Praveen; Gokhale, Prayag; Satish, Yellappa Murthy - In: Organization management journal : official journal of … 19 (2022) 5, pp. 170-188
Purpose - This study aims to investigate gamification-based training program through the lens of self-determination theory and in the context of corporate training programs. It integrates the self-determination theory, game elements and learning outcomes in gamified training programs to derive...
Persistent link: https://ebtypo.dmz1.zbw/10014246794
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Gen "Z" and tourism destination : a tourism perspective of augmented reality gaming technology
Mavragani, Eleni; Dionysios, Paliouras - In: International journal of innovation and technology … 19 (2022) 5, pp. 1-15
Persistent link: https://ebtypo.dmz1.zbw/10014232072
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Gamified recruitment : a way to win the talent of tomorrow?
Martensen, Hannah; Martensen, Malte; Asanger, Johannes - In: Managerial economics 23 (2022) 1, pp. 49-75
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Work hard, play hard? : gamification as a new option of incentive system design to increase employee motivation
Brück, Christian - In: New perspectives on incentive and control Systems for …, (pp. 104-144). 2019
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A spoonful of sugar: Gamification as means for enhancing employee self-leadership and self-concordance at work
Oxarart, Richard A.; Houghton, Jeffery D. - In: Administrative Sciences 11 (2021) 2, pp. 1-16
Organizations today continue to seek new and effective ways to engage and motivate their workers. Gamification is an emerging means for enhancing employee engagement and motivation at work. Self-leadership is a comprehensive self-influence process that has the potential to help employees find...
Persistent link: https://ebtypo.dmz1.zbw/10012612267
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Designing a comprehensive gamification model and pertinence in organisational context to achieve sustainability
Prakash, Deepti; Manchanda, Parul - In: Cogent Business & Management 8 (2021) 1, pp. 1-25
The present study outlines the power of gamification to help reduce the attitudinal and engagement-related threats in a given non-game environment. Through this research paper, we proposed an extensive model of gamification, proposed on a series of theoretical models (ELM Model, Fogg Behaviour...
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Assessment of cognitive flexibility in personnel selection: Validity and acceptance of a gamified version of the Wisconsin Card Sorting Test
Hommel, Björn E.; Ruppel, Regina; Zacher, Hannes - In: International Journal of Selection and Assessment 30 (2021) 1, pp. 126-144
The present study contributes to the emerging field of gamification in personnel selection by examining validity and acceptance of the Gamified Set‐Shifting Task (GSST), which is based on a well‐established neuropsychological test of cognitive flexibility, the Wisconsin Card Sorting Test...
Persistent link: https://ebtypo.dmz1.zbw/10013368843
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Empirical investigation of participation on crowdsourcing platforms : a gamified approach
Behl, Abhishek; Sheorey, Pratima; Chavan, Meena; Jain, Kokil - In: Journal of global information management 29 (2021) 6, pp. 1-27
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Teaching causation and effectuation in the large classroom : a production-trade game
Memar, Noushan; Sundström, Angelina; Larsson, Toon - In: Journal of management education : the official … 45 (2021) 3, pp. 438-478
Persistent link: https://ebtypo.dmz1.zbw/10012520535
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Introducing gamification in the AR-enhanced order picking process : a proposed approach
Bright, Athina G.; Ponis, Stavros T. - In: Logistics 5 (2021) 1/14, pp. 1-16
In the last decade, the Industry 4.0 concept has introduced automation and cyber-physical systems as the core elements of future logistics, supported by an array of technologies, such as augmented reality (AR) providing the necessary support for the digital transformation of manufacturing and...
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A spoonful of sugar : gamification as means for enhancing employee self-leadership and self-concordance at work
Oxarart, Richard A.; Houghton, Jeffery D. - In: Administrative Sciences : open access journal 11 (2021) 2, pp. 1-16
Organizations today continue to seek new and effective ways to engage and motivate their workers. Gamification is an emerging means for enhancing employee engagement and motivation at work. Self-leadership is a comprehensive self-influence process that has the potential to help employees find...
Persistent link: https://ebtypo.dmz1.zbw/10012601929
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Gamification as a marketing strategy for Garuda Indonesia loyalty program
Widyani, Donafeby; Casidy, Riza - In: International Journal of Research in Business and … 10 (2021) 7, pp. 418-422
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"Ghost accounts", "joki accounts" and "account therapy" : everyday resistance among ride-hailing motorcycle drivers in Yogyakarta, Indonesia
Mustika, Wening; Savirani, Amalinda - In: The Copenhagen journal of Asian studies : CJAS 39 (2021) 1, pp. 1-20
Persistent link: https://ebtypo.dmz1.zbw/10012548746
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Gamification and consumer loyalty : the role of utilitarian and hedonic benefit
Shahid, Anam; Arshad, Sadia - In: The Lahore journal of business 10 (2021) 1, pp. 29-56
Persistent link: https://ebtypo.dmz1.zbw/10012813524
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Does gamified trading stimulate risk taking?
Chapkovski, Philipp; Khapko, Mariana; Zoican, Marius - 2021
Persistent link: https://ebtypo.dmz1.zbw/10012816024
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Gamification for employee engagement : an empirical study with e-commerce industry
Prassad, KDV; Mangipudi, Mruthyanjaya Rao - In: Montenegrin journal of economics 17 (2021) 2, pp. 145-156
Persistent link: https://ebtypo.dmz1.zbw/10012606937
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How can gamified applications drive engagement and brand attitude? : the case of Nike Run Club application
Rodrigues, Ivo; Lopes, João M.; Borges, Ana; Oliveira, … - In: Administrative Sciences : open access journal 11 (2021) 3, pp. 1-20
This research aims to analyze the feasibility of gamified applications as a tool to promote engagement and brand attitude. To accomplish this, this research was developed using a quantitative methodology. A confirmatory factor analysis (CFA) was performed and the model hypotheses were tested by...
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Der Einsatz problembasierten Lernens im Blended-Learning-Studienmodell zur Erhöhung der Lernaktivität
Bockshecker, Alina; Ebner, Katharina; Smolnik, Stefan; … - In: HMD : Praxis der Wirtschaftsinformatik 58 (2021) 6, pp. 1420-1431
Persistent link: https://ebtypo.dmz1.zbw/10012703086
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Unterstützung digitaler Bildungsprozesse durch interaktive gamifizierte Lernvideos : wie innovative Lernvideos Motivation und Lernerfolg steigern können
Weinert, Tim; Benner, Dennis; Dickhaut, Ernestine; … - In: HMD : Praxis der Wirtschaftsinformatik 58 (2021) 6, pp. 1483-1503
Persistent link: https://ebtypo.dmz1.zbw/10012703100
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Good gamers, good managers? : a proof-of-concept study with Sid Meier’s Civilization
Simons, Alexander; Wohlgenannt, Isabell; Weinmann, Markus; … - In: Review of managerial science : RMS 15 (2021) 4, pp. 957-990
Persistent link: https://ebtypo.dmz1.zbw/10012549658
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The co-innovation bingo : an object-oriented networking mechanism to foster coupled open business innovation
Grèzes, Vincent; Bonazzi, Riccardo; Grèzes-Bürcher, … - In: Business systems research : a system view accross … 12 (2021) 2, pp. 144-159
Background: A firm's cooperative strategies are a fundamental issue in the search for business growth avenues, but a system that eases the emergence of coupled open innovation appears to be missing. Objectives: This paper describes a business networking tool to foster coupled open innovation...
Persistent link: https://ebtypo.dmz1.zbw/10013288111
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Gamification in Securities Regulation
Tierney, James Fallows - 2021
Popular zero-commission stock trading apps like Robinhood innovate in user-experience design, featuring digital engagement practices and prompts that appeal to investors’ psychology and make it easy and fun to trade. These include leaderboards of popular stock, push notifications, and visual...
Persistent link: https://ebtypo.dmz1.zbw/10013211558
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Gamification for Sales Incentives
Woźniak, Jacek - 2021
Gamification as the use of game mechanisms for motivation in non-game contexts has been gaining popularity and is considered one of the hottest topics in management. However, there is little research on gamification in remuneration systems, especially with regard to the sales force. The article...
Persistent link: https://ebtypo.dmz1.zbw/10013246128
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BRIDGE THE GAP : Wissenschaftliches Arbeiten für Digital Natives
Kocian, Claudia - 2021
Persistent link: https://ebtypo.dmz1.zbw/10014226592
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