Is it all a game? Understanding the principles of gamification Harvard Case Solution & Analysis

There is growing interest in gamification--defined as the use of game design principles in non-gaming contexts--can be used in business. However, management practice and academic research have given meager attention to problems of best to design, execute, take care of, and optimize gamification strategies. To further advance understanding , this case defines what it's and tells how it asks supervisors to think about organizational practices in new ways.

Drawing upon the game design literature, we present a framework of three gamification rules--mechanics, dynamics, and emotions (MDE)- to describe how gamified experiences can be produced. Furthermore, we provide an extended illustration of gamification and conclude with ideas for future research and application opportunities.

This is just an excerpt. This case is about TECHNOLOGY & OPERATIONS



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