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2015 | 2015 2(103) Gamifikacja/Grywalizacja (Gamification) | 123-132

Article title

Gamifikacja – tymczasowy trend czy długofalowa strategia? (Gamification: A Short–Term Trend or Long–Term Strategy?)

Content

Title variants

EN
Gamification: A Short–Term Trend or Long–Term Strategy?

Languages of publication

PL

Abstracts

PL
Grywalizacja (gamification) to termin określający wykorzystanie mechanizmów projektowania gier w sferach nie związanych z grami lub rozrywką. Pojęcie „gamification” pierwszy raz pojawiło się w 2008 roku, a za początek dynamicznego rozwoju publikacji na ten temat można przyjąć rok 2011. Pomimo swojej pozornej nowości, mechanizmy leżące u podstaw grywalizacji były już wykorzystywane i rozpatrywane w różnych zastosowaniach, np. w obszarze Human-Computer Interaction (HCI), „serious games”, „serious gaming” lub „playful interactions”. Rosnące zainteresowanie wykorzystaniem mechanizmów grywalizacji można zaobserwować w publikacjach naukowych nie tylko z zakresu projektowania gier, lecz również marketingu, zdrowia, medycyny czy szeroko pojętego biznesu – a także w obszarze zarządzania zasobami ludzkimi. W artykule zostanie przedstawiona analiza ilościowa publikacji w zakresie grywalizacji oraz przegląd artykułów dotyczących zastosowań grywalizacji w zarządzaniu zasobami ludzkimi.
EN
Gamification is a term that defines the use of game–design mechanisms in spheres not related to games or entertainment. The concept of gamification first made its appearance in 2008, while the beginning of its dynamic development is assumed to be a publication on it dating from the year 2011. In spite of its seeming novelty, the mechanisms found at the basis of gamification had already been utilized and examined in various applications, including in such realms as Human–Computer Interaction (HCI), “serious games,” “serious gaming,” and “playful interactions.” The growing interest in using gamification mechanisms can be observed in scientific publications beyond the scope of game design, e.g., in marketing, health, medicine, and business in its broadest sense, as well as in the area of human resource management. This article presents a quantitative analysis of publications in the area of gamification as well as an overview of articles devoted to gamification in human resource management.

Year

Pages

123-132

Physical description

Document type

Research Communiqués

Dates

published
2015-04-15

Contributors

  • Warsaw University of Life Science, Warsaw, Poland

References

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Document Type

Publication order reference

Identifiers

ISSN
1641-0874

YADDA identifier

bwmeta1.element.desklight-a633e022-b4e5-4ea5-92ab-349a12f1b77b
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