2016
DOI: 10.1007/s10796-016-9649-7
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Using serious games to manage knowledge and competencies: The seven-step development process

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Cited by 15 publications
(15 citation statements)
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“…As with Zimmerling et al (2016), Allal-Chérif et al (2016) look at the link between games and competence management. They explore how so-called serious games can improve knowledge and competence management in the context of human resources management inside large organizations.…”
Section: Papers In the Special Issuementioning
confidence: 99%
“…As with Zimmerling et al (2016), Allal-Chérif et al (2016) look at the link between games and competence management. They explore how so-called serious games can improve knowledge and competence management in the context of human resources management inside large organizations.…”
Section: Papers In the Special Issuementioning
confidence: 99%
“…Gamification elements, such as points, badges, tasks, levels, progress bars, cooperation, teams and social competition, have a powerful impact on the intrinsic need satisfaction (Xi and Hamari, 2019). Although research in gamification applied to banking is limited, yet a certain number of studies presents positive result from the application of it (Allal-Chérif et al , 2016; Baptista and Oliveira, 2017; Golian and Ghasemi, 2018; Rodrigues et al , 2017; Rahi and Abd. Ghani, 2018; Naderer, 2016).…”
Section: Analysis and Discussionmentioning
confidence: 99%
“…Similarly, Allal-Chérif (2016) attempted the benefaction of serious games in the knowledge transfer context in the banking sector. In the current literature, we attempt to delineate the research gap by proposing a comprehensive framework linking customer experience to satisfaction, loyalty, financial performance and gamification.…”
Section: Introductionmentioning
confidence: 99%
“…The synthesis of previous literature resulted in the regions where the studies on gamification in the banking industry have been conducted such as France (Allal-Chérif et al , 2016), USA (Allal-Chérif et al , 2016; Bayuk and Altobello, 2019), India (Allal-Chérif et al , 2016), Indonesia (Angelina et al , 2019), Brazil (Baptista and Oliveira, 2017), Pakistan (Rahi and Ghani, 2018, Rahi and Ghani, 2019a; Rahi and Ghani, 2019b) and Iran (Nasirzadeh and Fathian, 2020; Golian and Ghasemi, 2018). The limited literature on gamification applied in banking has been presented in the taxonomical classification.…”
Section: Theories Characteristics Context and Methodologies Analysismentioning
confidence: 99%