Gamification in Dutch Businesses: An Explorative Case Study
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DOI: 10.1177/2158244020972371
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References listed on IDEAS
- Tae Wan Kim, 2018. "Gamification of Labor and the Charge of Exploitation," Journal of Business Ethics, Springer, vol. 152(1), pages 27-39, September.
- Thomas Leclercq & Ingrid Poncin & Wafa Hammedi, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Post-Print hal-02510199, HAL.
- Robson, Karen & Plangger, Kirk & Kietzmann, Jan H. & McCarthy, Ian & Pitt, Leyland, 2015. "Is it all a game? Understanding the principles of gamification," Business Horizons, Elsevier, vol. 58(4), pages 411-420.
- Leclercq, Thomas & Poncin, Ingrid & Hammedi, Wafa, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Journal of Retailing and Consumer Services, Elsevier, vol. 52(C).
- Bogers, Marcel & Foss, Nicolai J. & Lyngsie, Jacob, 2018. "The “human side” of open innovation: The role of employee diversity in firm-level openness," Research Policy, Elsevier, vol. 47(1), pages 218-231.
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Cited by:
- Chih-Wei Lin & Chun-Yu Chien & Chi-Pei Ou Yang & Tso-Yen Mao, 2022. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective," Sustainability, MDPI, vol. 15(1), pages 1-14, December.
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Keywords
gamification; working organizations; evidence-based; case study; self-determination theory;All these keywords.
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