game practicians in the context of business activity

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ID: 191380
2016
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Abstract
In article are investigated game practicians and mechanisms in the context of business activity. The attention is focused on theoretical prerequisites to studying of concept of gamification, features game the practician proceeding from the theory Y. Hyoyzinga in relation to the enterprise sphere in detail are considered, the typology of psychotypes of consumer audience according to R. Bartle’s theory is analyzed, and also methods and types of business trainings are described. The empirical part is presented by the analysis of two Russian researches of process of gamification in Russia, and also data of expert poll on the Republic of Mordovia. Results show that application of game technologies in business is effective alternative to traditional tools and comprises development potential as personal, and at the organizational level, however demands adaptation for the concrete sphere of business taking into account its specifics, and also high qualification of experts of this sphere. On the basis of results of research the recommendations submitted on adaptation of the western game technologies in the conditions of regional specifics of conducting business acti-vity are offered.
Reference Key
shubina2016sovremennyegame Use this key to autocite in the manuscript while using SciMatic Manuscript Manager or Thesis Manager
Authors ;Elizaveta Yurevna Shubina
Journal Journal of environmental radioactivity
Year 2016
DOI
10.12731/2218-7405-2016-1-18
URL
Keywords Keywords not found

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