Author
Listed:
- Athanasios Andriopoulos
(University of West Attica)
- Antonios Kargas
(University of West Attica)
- Faidon Komisopoulos
(University of West Attica)
- Stamatios Ntanos
(University of West Attica)
- Dimitrios Drosos
(University of West Attica)
Abstract
Gamification, the integration of game mechanics into non-game environments, is increasingly being used in business education today to aid in the learning and implementation of strategic frameworks such as SWOT (Strengths, Weaknesses, Opportunities, Threats) and PESTEL (Political, Economic, Social, Technological, Environmental, Legal) analyses. New technologies such as simulations, mobile applications, and digital learning platforms are also fueling this trend. An important key to gamification is associated with features such as points, badges, leaderboards, and scenario-based simulations, where educators can improve student motivation, engagement, and understanding. This paper uses a methodology that analyzes the existing literature as well as tools that address how appropriate gamification models are in enhancing education in strategic business analysis. Gamified environments allow students to apply theory through experiential learning, leading to better decision-making and problem-solving skills. However, an assessment design is necessary to avoid over-reliance on external rewards that would defeat the purpose of students learning rather than earning points. Therefore, a hybrid approach, combining digital and non-digital gamification, seems more important. While digital tools offer scalability and real-time feedback, non-digital methods and tools promote collaboration between people and discussion, supporting the development of soft skills. This paper explores the potential of gamification in strategic business analysis and examines which model is most suitable for enhancing strategic analysis thought with gamification tools and techniques. These implications are mostly for business educators, curriculum designers, and educational technologists, to help them to integrate gamification effectively; also to assist them to improve student engagement in critical thinking, and to the practical application of strategic analysis frameworks.
Suggested Citation
Athanasios Andriopoulos & Antonios Kargas & Faidon Komisopoulos & Stamatios Ntanos & Dimitrios Drosos, 2026.
"Enhancing Strategic Analysis Thought with Gamification Tools and Techniques,"
Springer Proceedings in Business and Economics, in: Androniki Kavoura & Ulrike Gretzel & Vasiliki Vrana (ed.), Strategic Innovative Marketing and Tourism, pages 233-241,
Springer.
Handle:
RePEc:spr:prbchp:978-3-032-12968-0_26
DOI: 10.1007/978-3-032-12968-0_26
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