“…Games and game elements have been used to teach technical communication (Fisher, 2007; Russell & Fisher, 2009), cross-cultural workplace communication (Robinson et al, 2000), logistics and supply chain management (Reiners et al, 2012), history (Corbeil & Laveault, 2011), interpersonal relationships in an international business school (Witte, 2014), strategic management (Knotts & Keys, 1997), and team building (Beard, 1990; Scarfino & Roever, 2009), among others. Confounding factors make empirical study of gamification difficult, but there have been promising correlations with increased student engagement, motivation, and feelings of autonomy and control, factors that correlate with improved learning outcomes (Aguilar, Holman, & Fishman, 2015; Hamari, Koivisto, & Sarsa, 2014).…”