Gamification is a new trend that seeks to engage people and change their behaviour by implementing game-design thinking in non-game contexts. Recent analytics predicts that more than 70 % of the world’s 2000 largest organisations will have at least one gamified platform by 2014, which indicates that gamification is, and will continue to be, very important in the future of IT-strategy and digital marketing. Purpose and problem statement: The purpose of this Master’s thesis is to increase the knowledge of enterprise gamification, and to develop a proof of concept on how to apply gamification on Cybercom’s internal competence model to increase usage and the employees’ understanding of the model. The following research questions were formulated...
Gamification is the application of game principals in non-game contexts (i.e. the workplace). With u...
Gamification is the application of game principals in non-game contexts (i.e. the workplace). With u...
It is important to take advantage of games when just getting the job done is sufficient and keeping ...
Gamification is a novel phenomenon that has been rising in popularity in the recent years and has it...
As the competition for software grows companies are searching for methods of keeping users intereste...
Research problem: Gamification is a concept that originates from the digital media domain. It includ...
As the competition for software grows companies are searching for methods of keeping users intereste...
Developing an understanding of the employment of game based mechanics within an organisational conte...
This thesis reviews the growing trend of using ‘Gamification’ within traditional enterprise human re...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification is the application of game principals in non-game contexts (i.e. the workplace). With u...
This thesis is about gamification and the effective methods that one should use when trying to imple...
In the recent years, gamification, “the use of game design elements in non-game contexts”, has drawn...
The advent of Gamification was attributed to its applicability to numerous industries from a horizon...
Gamification is the application of game principals in non-game contexts (i.e. the workplace). With u...
Gamification is the application of game principals in non-game contexts (i.e. the workplace). With u...
It is important to take advantage of games when just getting the job done is sufficient and keeping ...
Gamification is a novel phenomenon that has been rising in popularity in the recent years and has it...
As the competition for software grows companies are searching for methods of keeping users intereste...
Research problem: Gamification is a concept that originates from the digital media domain. It includ...
As the competition for software grows companies are searching for methods of keeping users intereste...
Developing an understanding of the employment of game based mechanics within an organisational conte...
This thesis reviews the growing trend of using ‘Gamification’ within traditional enterprise human re...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification is the application of game principals in non-game contexts (i.e. the workplace). With u...
This thesis is about gamification and the effective methods that one should use when trying to imple...
In the recent years, gamification, “the use of game design elements in non-game contexts”, has drawn...
The advent of Gamification was attributed to its applicability to numerous industries from a horizon...
Gamification is the application of game principals in non-game contexts (i.e. the workplace). With u...
Gamification is the application of game principals in non-game contexts (i.e. the workplace). With u...
It is important to take advantage of games when just getting the job done is sufficient and keeping ...