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.
Nákup knihy
Can gamification close the engagement gap of generation Y?, Avo Schönbohm
- Jazyk
- Rok vydania
- 2014
Doručenie
Platobné metódy
2021 2022 2023
Navrhnúť zmenu
- Titul
- Can gamification close the engagement gap of generation Y?
- Jazyk
- anglicky
- Autori
- Avo Schönbohm
- Vydavateľ
- Logos
- Rok vydania
- 2014
- ISBN10
- 3832538488
- ISBN13
- 9783832538484
- Kategórie
- Podnikanie a ekonómia
- Anotácia
- 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.