2016
DOI: 10.1177/0170840616663242
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Computer Games and Organization Studies

Abstract: Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially tha… Show more

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Cited by 107 publications
(97 citation statements)
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“…Gamification enhances services and systems by creating experiences which are similar to those created by games. These game-like experiences help support and motivate users to perform reasoned actions and behavior encompassing positive attitudes toward services, and to actively participate in learning activities [7,22,28,29]. More importantly, gamified practices allow individuals to experience enjoyment, flow, autonomy, mastery, and accomplishment through various game design elements such as missions and quizzes [18].…”
Section: Gamification In the Tourism Contextmentioning
confidence: 99%
“…Gamification enhances services and systems by creating experiences which are similar to those created by games. These game-like experiences help support and motivate users to perform reasoned actions and behavior encompassing positive attitudes toward services, and to actively participate in learning activities [7,22,28,29]. More importantly, gamified practices allow individuals to experience enjoyment, flow, autonomy, mastery, and accomplishment through various game design elements such as missions and quizzes [18].…”
Section: Gamification In the Tourism Contextmentioning
confidence: 99%
“…various systems, services, activities and organizations into more game-like [14] [34]. Gamification, therefore, commonly involves the use of game design as means to invoke similar experiences as games do and further affect people's behavior (in contexts not traditionally perceived as games or gameful) [14] [34].…”
Section: Gamificationmentioning
confidence: 99%
“…various systems, services, activities and organizations into more game-like [14] [34]. Gamification, therefore, commonly involves the use of game design as means to invoke similar experiences as games do and further affect people's behavior (in contexts not traditionally perceived as games or gameful) [14] [34]. Therefore, gamification can further be broken down to three primary elements of interest [13] [14]: the gamification design, psychological mediators/outcomes and behavioral outcomes (see Figure 1).…”
Section: Gamificationmentioning
confidence: 99%
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