Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces

Agnessa Spanellis (Editor), J. Tuomas Harviainen (Editor)

Research output: Book/ReportBook

4 Citations (Scopus)

Abstract

Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals.
Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies.
Original languageEnglish
PublisherPalgrave Macmillan
Number of pages384
ISBN (Electronic)9783030682071
ISBN (Print)9783030682064
DOIs
Publication statusPublished - 2021

Keywords

  • Gamification
  • SDG
  • GIECS

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