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The Game of Innovation. Is Gamification a New Trendsetter?

机译:创新游戏。游戏化是一种新潮流吗?

摘要

With the evolution of information technology and that of the Internet, society has changed and so did the needs of Generation Y that aims to be more involved in decision making processes and have an overall open and positive approach to innovation. This article aims to analyse the contribution of adopting techniques and methods specific to gamification to the results of the innovation process from Generation Yu2019s perspective. The chosen research method is that of quantitative research, resorting to conducting a statistical survey in order to identify the major changes in Generation Y and of the specific way it acts and interacts. The focus is particularly on the implications that this phenomenon has on the innovation process. The Millennials want to be in control of their lives and take active part in processes that involve them. Gamification is one of the modern tools that facilitates this, it promotes communication between organizations, public or private, and individuals and benefits innovation
机译:随着信息技术和Internet的发展,社会发生了变化,Y世代的需求也发生了变化,Y世代的目标是更多地参与决策过程,并采用全面开放和积极的创新方法。本文旨在从Y一代的角度分析采用游戏化特有的技术和方法对创新过程结果的贡献。选择的研究方法是定量研究,即进行统计调查,以确定Y世代的主要变化及其作用和相互作用的特定方式。重点尤其放在这种现象对创新过程的影响上。千禧一代希望控制自己的生活,并积极参与涉及他们的过程。游戏化是促进这一发展的现代工具之一,它促进了公共或私人组织与个人之间的交流,并有益于创新

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