Abstract
The concept of using game mechanics to attract and retain customers in the consumer space is now well accepted. However, the use of gamification in the enterprise space is still catching on. There are a number of reasons to believe that acceptance of gamification will grow in the enterprise space. The most likely reason is that companies are increasingly concerned about the effect of employee engagement on productivity. But, there are circumstances where gamification can be successful and circumstances where gamification can fail.
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Webb, E.N. (2013). Gamification: When It Works, When It Doesn’t. In: Marcus, A. (eds) Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. DUXU 2013. Lecture Notes in Computer Science, vol 8013. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39241-2_67
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DOI: https://doi.org/10.1007/978-3-642-39241-2_67
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