Sharma, Swati (2024) Gamification for achieving sustainability: Trends and future scope. In: Proceedings of Third International Conference on Computing and Communication Networks. Lecture Notes in Networks and Systems, 977 . Springer Singapore, pp. 511-521. ISBN 9789819726714
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This study presents current trends and scope of gamification in achieving sustainability. We conduct bibliometric analysis of extant literature with SPAR-4-SLR method. Year-wise, author-wise, citation-wise, country-wise, source-wise, affiliation-wise, sponsoring institutions-wise, and keywords-wise listing are the parameters to analyze literature. The study concludes that gamification is employed in different business processes and different domains like health, business, tourism, and education to achieve sustainability. Gamification tools like augmented reality, virtual reality, simulation, and serious game are prominent games analyzed in literature. Hence, achieving SDGs through gamification is an interesting arena to be explored for further studies.
Item Type: | Book Section |
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Subjects: | Social Sciences and humanities > Business, Management and Accounting > Business and International Management Social Sciences and humanities > Business, Management and Accounting > Human Resource Management Social Sciences and humanities > Social Sciences > Social Sciences (General) |
JGU School/Centre: | Jindal Global Business School |
Depositing User: | Dharmveer Modi |
Date Deposited: | 03 Mar 2025 14:27 |
Last Modified: | 03 Mar 2025 14:27 |
Official URL: | https://doi.org/10.1007/978-981-97-2671-4_39 |
URI: | https://pure.jgu.edu.in/id/eprint/9191 |
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