Gamification and Global Business Management:Mapping the Future
Editor
- Abhishek Behl(Keele University, UK)Brinda Sampat(NMIMS University, India)Vijay Pereira(Kedge Business School, France)
Abstract
These days, the term "gamification" is increasingly, and at the same time, widely used in business. Globally, businesses are adopting gamification as the primary method in transforming business operations. Gamification refers to the practice of incorporating game concepts into non-game environments, such as a corporate website, online community, or company intranet, in order to boost employee engagement. Gamification aims to engage and motivate customers, staff members, and partners to encourage co-operation, sharing and interaction. Businesses utilize game elements, such as leaderboards, badges and rewards to recruit, onboard, and train new employees; to motivate compliance with administrative requirements, such as filing travel and expense reports, to engage remote teams and to improve employee performance.Individual chapters are listed in the "Chapters" tab
Suggested Citation
- Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), 2025. "Gamification and Global Business Management:Mapping the Future," World Scientific Books, World Scientific Publishing Co. Pte. Ltd., number 14061.
Handle: RePEc:wsi:wsbook:14061
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Book Chapters
The following chapters of this book are listed in IDEAS- Brinda Sampat & Vijay Pereira & Abhishek Behl, 2025. "Global Business and Gamification: An Introduction," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 1, pages 1-9, World Scientific Publishing Co. Pte. Ltd..
- Chandan Kumar Tiwari & Abhinav Pal, 2025. "Gamification in Personal Finance: A Global Perspective," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 2, pages 11-34, World Scientific Publishing Co. Pte. Ltd..
- Ayushi Gupta & Ashish Gupta, 2025. "A Cross-Country Analysis of Gamified App Users across the Consumer Buying Journey: The Case of Nykaa and Boots," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 3, pages 35-56, World Scientific Publishing Co. Pte. Ltd..
- Manish Gupta, 2025. "Theoretical Foundations of Gamification in Global Employee Engagement," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 4, pages 57-81, World Scientific Publishing Co. Pte. Ltd..
- Manmeet Singh Khokhar & Abhijeet Agashe & Vipin Gupta, 2025. "Gamification as a Global Business Strategy for Competitive Advantage," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 5, pages 83-117, World Scientific Publishing Co. Pte. Ltd..
- Nirma Sadamali Jayawardena & Charitha Harshani Perera & Narayanage Jayantha Dewasiri & P G S Amila Jayarathne, 2025. "The Future of Gamification in Organizations: A Scoping Review," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 6, pages 119-146, World Scientific Publishing Co. Pte. Ltd..
- Shreyas Korad, 2025. "Gamification — It’s a Continuum," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 7, pages 147-165, World Scientific Publishing Co. Pte. Ltd..
- Deepika R Gupta, 2025. "The Dark Side of Gamification: Ethics, Privacy, Surveillance, and Monitoring in the Use of Gamified Elements," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 8, pages 167-198, World Scientific Publishing Co. Pte. Ltd..
- Sattwik Mohanty, 2025. "Sustainable Gamification: Integrating User Type Model with Continuous Improvement of Process Cycles," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 9, pages 199-227, World Scientific Publishing Co. Pte. Ltd..
- S. Veeramangala & V. Srikanth, 2025. "Global Customer Engagement through Gamified Mobile Apps (A Case of the Smytten App)," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 10, pages 229-257, World Scientific Publishing Co. Pte. Ltd..
- Gourav Roy & Varsha Jain, 2025. "Developing the Framework to Understand the Process of Artificial Intelligence-Empowered Gamification in Global Firms," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 11, pages 259-279, World Scientific Publishing Co. Pte. Ltd..
More about this item
Keywords
Gamification; Dark Side; Ethics; Privacy; Health; Consumer Behaviour; Fintech;All these keywords.
JEL classification:
- D23 - Microeconomics - - Production and Organizations - - - Organizational Behavior; Transaction Costs; Property Rights
- M1 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Administration
- O3 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights
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