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Application of Gamification as a Driver for better Business Performances: Case of Grouper

Application of Gamification as a Driver for better Business Performances: Case of Grouper

https://devfeature-collection.sl.nsw.gov.au/record/TN_cdi_doaj_primary_oai_doaj_org_article_0c822268c4ad4ede8a01fa38e641bb2d

Application of Gamification as a Driver for better Business Performances: Case of Grouper

About this item

Full title

Application of Gamification as a Driver for better Business Performances: Case of Grouper

Publisher

Zagreb: Croatian Interdisciplinary Society

Journal title

Interdisciplinary Description of Complex Systems, 2021-01, Vol.19 (1), p.132-145

Language

English

Formats

Publication information

Publisher

Zagreb: Croatian Interdisciplinary Society

More information

Scope and Contents

Contents

Gamification appeared in the realm of marketing and became popular after 2010. The use of gaming applications has become a significant trend in the business world, as an opportunity for alternative interaction with users, particularly applicable in e-commerce. The goal of this study is to examine the effects of using gamification on increasing the...

Alternative Titles

Full title

Application of Gamification as a Driver for better Business Performances: Case of Grouper

Authors, Artists and Contributors

Identifiers

Primary Identifiers

Record Identifier

TN_cdi_doaj_primary_oai_doaj_org_article_0c822268c4ad4ede8a01fa38e641bb2d

Permalink

https://devfeature-collection.sl.nsw.gov.au/record/TN_cdi_doaj_primary_oai_doaj_org_article_0c822268c4ad4ede8a01fa38e641bb2d

Other Identifiers

ISSN

1334-4684

E-ISSN

1334-4676

DOI

10.7906/indecs.19.1.11

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