ABSTRACT

Gamification has become one of the trending concepts of the first decades of the new millennium. Academic interest in gamification is cross-disciplinary, ranging from marketing to information systems science, pedagogy to game studies. Often, gamification is seen as an intervention in which something not inherently gameful or play-like is modified with ideas drawn from game design. That such interventions affect management and take place in organizations is given, yet within the academic field of management and organization studies interest in gamification remains nascent. The purpose of this edited volume is to give the reader the necessary theoretical and practical insight to join and contribute to this nascent research.