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Gamification involves applying the principles and mechanisms of gaming to serious contexts. Through gaming, it helps people engage in desired behaviors, but whose adoption is hampered by deeply ingrained habits. Liu, Santhanam, and Webster (2017) explain how a so-called "gamified" system can lead individuals to sustainably adopt a new behavior. This system is based on gamified objectives, objects, and interactions that maintain motivation to adopt new behaviors, despite the repeated efforts required to do so. Gamification combines social emulation, learning, and emotions to move from intention to action when it comes to adopting new behaviors.
CRISTOFINI Olivier - IAE Paris-Sorbonne Business School |
- Management Dictionary
- Marketing, Sales and Communication, Pedagogy of Management
