Game on! A state-of-the-art overview of doing business with gamification

Gamification is the act of applying game-design elements to transform activities, products, services, and systems in a way that provides the kind of experiences similar to those offered by games. These elements include badges, points, and leaderboards to motivate and reward problem solving activitie...

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Main Authors: Sharma, Wamika, Lim, Weng Marc *, Kumar, Satish *, Verma, Aastha, Kumra, Rajeev
Format: Article
Language:English
Published: Elsevier 2024
Subjects:
Online Access:http://eprints.sunway.edu.my/2555/1/Lim%20Weng%20Marc_Game%20on_Technological%20Forecasting%20and%20Social%20Change.pdf
http://eprints.sunway.edu.my/2555/
https://doi.org/10.1016/j.techfore.2023.122988
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spelling my.sunway.eprints.25552024-05-02T05:39:40Z http://eprints.sunway.edu.my/2555/ Game on! A state-of-the-art overview of doing business with gamification Sharma, Wamika Lim, Weng Marc * Kumar, Satish * Verma, Aastha Kumra, Rajeev HD Industries. Land use. Labor Gamification is the act of applying game-design elements to transform activities, products, services, and systems in a way that provides the kind of experiences similar to those offered by games. These elements include badges, points, and leaderboards to motivate and reward problem solving activities and processes. Both businesses and business researchers are increasingly interested in the application of gamification. In this regard, this review aims to offer a state-of-the-art overview of gamification in business, revealing its current trends and future directions. Using business research on gamification published in the last decade (2012–2022) found on Scopus and Web of Science, we conduct a performance analysis to illuminate the field's performance (publication productivity and impact) alongside its key contributors (journals, authors, and countries) as well as a science mapping using a co-citation analysis to locate knowledge foundations, and bibliographic coupling and keyword co-occurrence analysis to reveal major themes in business gamification. Our exploration has unearthed gamification's pervasive influence across business domains, from enhancing learning and fostering innovation to empowering marketing strategies and catalyzing transformation. Gamification has also made significant inroads into management practices, driving engagement, influencing behavioral outcomes, and ushering sustainability. Peering into the future, our density-centrality quadrant analysis casts light on emerging frontiers. Noteworthily, we expect the next wave of gamification to be shaped by the allure of video games and the metaverse, bespoke industry-specific designs, confluence with e-commerce trends, emphasis on sustainable development, expanded social responsibilities, innovations in virtual reality, intersections with human urbanism, and the rise of smart cities. As gamification continues to integrate and reshape myriad facets of the business world, it holds the promise of not only enriching current practices but also charting the course for the future of innovative, sustainable, and transformative business strategies. Elsevier 2024 Article PeerReviewed text en cc_by_4 http://eprints.sunway.edu.my/2555/1/Lim%20Weng%20Marc_Game%20on_Technological%20Forecasting%20and%20Social%20Change.pdf Sharma, Wamika and Lim, Weng Marc * and Kumar, Satish * and Verma, Aastha and Kumra, Rajeev (2024) Game on! A state-of-the-art overview of doing business with gamification. Technological Forecasting and Social Change, 198. ISSN 1873-5509 https://doi.org/10.1016/j.techfore.2023.122988 10.1016/j.techfore.2023.122988
institution Sunway University
building Sunway Campus Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Sunway University
content_source Sunway Institutional Repository
url_provider http://eprints.sunway.edu.my/
language English
topic HD Industries. Land use. Labor
spellingShingle HD Industries. Land use. Labor
Sharma, Wamika
Lim, Weng Marc *
Kumar, Satish *
Verma, Aastha
Kumra, Rajeev
Game on! A state-of-the-art overview of doing business with gamification
description Gamification is the act of applying game-design elements to transform activities, products, services, and systems in a way that provides the kind of experiences similar to those offered by games. These elements include badges, points, and leaderboards to motivate and reward problem solving activities and processes. Both businesses and business researchers are increasingly interested in the application of gamification. In this regard, this review aims to offer a state-of-the-art overview of gamification in business, revealing its current trends and future directions. Using business research on gamification published in the last decade (2012–2022) found on Scopus and Web of Science, we conduct a performance analysis to illuminate the field's performance (publication productivity and impact) alongside its key contributors (journals, authors, and countries) as well as a science mapping using a co-citation analysis to locate knowledge foundations, and bibliographic coupling and keyword co-occurrence analysis to reveal major themes in business gamification. Our exploration has unearthed gamification's pervasive influence across business domains, from enhancing learning and fostering innovation to empowering marketing strategies and catalyzing transformation. Gamification has also made significant inroads into management practices, driving engagement, influencing behavioral outcomes, and ushering sustainability. Peering into the future, our density-centrality quadrant analysis casts light on emerging frontiers. Noteworthily, we expect the next wave of gamification to be shaped by the allure of video games and the metaverse, bespoke industry-specific designs, confluence with e-commerce trends, emphasis on sustainable development, expanded social responsibilities, innovations in virtual reality, intersections with human urbanism, and the rise of smart cities. As gamification continues to integrate and reshape myriad facets of the business world, it holds the promise of not only enriching current practices but also charting the course for the future of innovative, sustainable, and transformative business strategies.
format Article
author Sharma, Wamika
Lim, Weng Marc *
Kumar, Satish *
Verma, Aastha
Kumra, Rajeev
author_facet Sharma, Wamika
Lim, Weng Marc *
Kumar, Satish *
Verma, Aastha
Kumra, Rajeev
author_sort Sharma, Wamika
title Game on! A state-of-the-art overview of doing business with gamification
title_short Game on! A state-of-the-art overview of doing business with gamification
title_full Game on! A state-of-the-art overview of doing business with gamification
title_fullStr Game on! A state-of-the-art overview of doing business with gamification
title_full_unstemmed Game on! A state-of-the-art overview of doing business with gamification
title_sort game on! a state-of-the-art overview of doing business with gamification
publisher Elsevier
publishDate 2024
url http://eprints.sunway.edu.my/2555/1/Lim%20Weng%20Marc_Game%20on_Technological%20Forecasting%20and%20Social%20Change.pdf
http://eprints.sunway.edu.my/2555/
https://doi.org/10.1016/j.techfore.2023.122988
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score 13.211869