Can gamification close the engagement gap of generation Y?
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Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.
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Can gamification close the engagement gap of generation Y?, Avo Schönbohm
- Sprache
- Erscheinungsdatum
- 2014
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- Titel
- Can gamification close the engagement gap of generation Y?
- Sprache
- Englisch
- Autor*innen
- Avo Schönbohm
- Verlag
- Logos
- Erscheinungsdatum
- 2014
- ISBN10
- 3832538488
- ISBN13
- 9783832538484
- Kategorie
- Wirtschaft
- Beschreibung
- Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.