Gamification as a Strategic Tool in Management and Customer Engagement

Authors

  • Ganesh Ex -Serviceman

Abstract

Gamification is the application of different gaming techniques, game designs, games and game principles in non-game environments. It can be defined as the process and method of solving different problems using or using the objects and features in the game mechanics and content. In general, gamification uses game design to improve user relationships or collaboration, productivity, hiring, processes, crowdsourcing, crime in automobiles, education, health, insurance and assessment, voter fraud, ease of use, efficiency, physical activity, traffic violations to be committed a crime, public attitudes towards other powers, etc. Gamification techniques are used for social, intellectual, educational, exercise, competitions, leaderboards, badges, achievements, events, and self-expression purposes to increase customer or users’ satisfaction, easily capture their impact on the framework or simplify various steps of the situation. Personal as A role-playing or simulation game or game. Research on gamification shows that most studies on gamification achieve positive results. However, since it is a new part of the business compared to other businesses, there are differences of opinion between individuals and situations. How can gamification strategies help increase customer engagement? Can gamification be used as a strategic tool in management?

References

Saliu HT, Gbanga Ayodele A, Olaiye OG. IMPLICATIONS OF FRAUD ON THE PERFORMANCE OF DEPOSIT MONEY BANKS IN NIGERIA. YAMTARA-WALA JOURNAL OF ARTS, MANAGEMENT AND SOCIAL SCIENCES (YaJAMSS). 2022 Dec 15;2(1).

Suza WP. Exploring the role of jasmonic acid amido synthetases in plant wound response. The University of Nebraska-Lincoln; 2006.

Baker RK, White KM. Predicting adolescents’ use of social networking sites from an extended theory of planned behaviour perspective. Computers in Human Behavior. 2010 Nov 1;26(6):1591-7.

Bhattacherjee, A. (2001). Understanding information systems continuance: An expectation-confirmation model. MIS Quarterly, 25(3), 351–370.

Bock GW, Zmud RW, Kim YG, Lee JN. Behavioral intention formation in knowledge sharing: Examining the roles of extrinsic motivators, social-psychological forces, and organizational climate. MIS quarterly. 2005 Mar 1:87-111.

Boyd DM, Ellison NB. Social network sites: Definition, history, and scholarship. Journal of computer‐mediated Communication. 2007 Oct;13(1):210-30.

Cheung CM, Chiu PY, Lee MK. Online social networks: Why do students use facebook?. Computers in human behavior. 2011 Jul 1;27(4):1337-43.

Chin WW. The partial least squares approach to structural equation modeling. Modern methods for business research. 1998 Jan 1;295(2):295-336.

Cialdini RB, Goldstein NJ. Social influence: Compliance and conformity. Annu. Rev. Psychol. 2004 Feb 4;55(1):591-621.

Davis, F.D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340.

Published

2024-08-08

How to Cite

Ganesh. (2024). Gamification as a Strategic Tool in Management and Customer Engagement. NOLEGEIN- Journal of Information Technology &Amp; Management, 7(2), 1–6. Retrieved from https://mbajournals.in/index.php/JoITM/article/view/1465