title: Gamification: Main approaches to definition and research directions
metadata.name: dc.contributor.author
metadata.value: Muravsakaia, Snezhana A.
metadata.lang: -
metadata.name: dc.contributor.author
metadata.value: Smirnova, Maria M.
metadata.lang: -
metadata.name: dc.date.accessioned
metadata.value: 2020-03-05T17:57:45Z
metadata.lang: -
metadata.name: dc.date.available
metadata.value: 2020-03-05T17:57:45Z
metadata.lang: -
metadata.name: dc.date.issued
metadata.value: 2019-12
metadata.lang: -
metadata.name: dc.identifier.citation
metadata.value: Muravsakaia S. A., Smirnova M. M. 2019. Gamification: Main approaches to definition and research directions. Vestnik of Saint Petersburg University. Management 18 (4): 510–530.
metadata.lang: en_GB
metadata.name: dc.identifier.other
metadata.value: https://doi.org/10.21638/11701/spbu08.2019.402
metadata.lang: -
metadata.name: dc.identifier.uri
metadata.value: http://hdl.handle.net/11701/17182
metadata.lang: -
metadata.name: dc.description.abstract
metadata.value: The paper presents an analysis of the main research directions in the field of gamification
  in management. The purpose of the study is to identify main approaches to the definition
  of gamification, generalize and systematize the current knowledge of construct. The analysis
  presented in the paper is based on publications in the leading research journals on information
  management, marketing and general business area from 2011 to 2019. The paper highlights
  the main approaches to the definition of gamification and presents analysis of their application
  to the development. A comprehensive analysis showed that in modern science there are two
  main approaches to definition: gamification as a tool and gamification as a process. The study of
  gamification in management is a relatively young field of science, which has both its advantages
  and certain disadvantages. Most of the research focuses on empirical testing of the connection
  between gamification and motivational mechanisms, with the goal of creating a more effective
  design of gamified systems that improve the user experience. Such studies lead to obvious issues
  in the development of theoretical knowledge about the concept of gamification, as well as the
  way to operationalize it. The interdisciplinary nature of the phenomenon requires further study
  and clarification of existing approaches to conceptualization in management and social sciences,
  as well as determining the ethical boundaries of the use of gamified systems. The findings are of
  practical importance for researchers both in gamification area and those interested in consumers’
  or employees’ engagement studies.
metadata.lang: en_GB
metadata.name: dc.language.iso
metadata.value: ru
metadata.lang: en_GB
metadata.name: dc.publisher
metadata.value: St Petersburg State University
metadata.lang: en_GB
metadata.name: dc.relation.ispartofseries
metadata.value: Vestnik of St Petersburg University. Management;Volume 18; Issue 4
metadata.lang: -
metadata.name: dc.subject
metadata.value: gamification
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: game elements
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: game mechanics
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: management
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: customer engagement
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: user experience
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: literature review
metadata.lang: en_GB
metadata.name: dc.title
metadata.value: Gamification: Main approaches to definition and research directions
metadata.lang: en_GB
metadata.name: dc.type
metadata.value: Article
metadata.lang: en_GB
resources.filename: 510-530.pdf
resources.url: https://dspace.spbu.ru/bitstream/11701/17182/1/510-530.pdf
resources.format: Adobe PDF
resources.size: 256,18 kB