dc.contributor.author | Černikovaitė, Miglė Eleonora | |
dc.contributor.author | Karazijienė, Žaneta | |
dc.date.accessioned | 2023-09-18T20:18:53Z | |
dc.date.available | 2023-09-18T20:18:53Z | |
dc.date.issued | 2019 | |
dc.identifier.issn | 2352-5428 | |
dc.identifier.uri | https://etalpykla.vilniustech.lt/handle/123456789/148558 | |
dc.description.abstract | Gamification changes the rules of engagement for education, business management and as a result-changes the behavior of customers. As [17], [7], [18], [6], [8] predicts that by the 2020, more than half of Global 1000 organizations will use gamification as the primary mechanism to transform their business operations. The scientific problem is how to motivate employees and customers by involving gamification principles to increase operational efficiency. The aim of this article - to analyze gamification models impact on employers and customers behavior, work and motivation in order to increase business operational efficiency. The research methods are comparative literature analysis, case study analysis of financial services institution Šiaulių bankas employee motivation and customers loyalty system. As a result there were indicated the main factors that increases the efficiency and encourages development process of the service companies in Lithuania. | eng |
dc.format | PDF | |
dc.format.extent | p. 353-358 | |
dc.format.medium | tekstas / txt | |
dc.language.iso | eng | |
dc.relation.ispartofseries | Advances in economics, business and management research (AEBMR) vol. 105 2352-5428 | |
dc.rights | Laisvai prieinamas internete | |
dc.source.uri | https://www.atlantis-press.com/proceedings/iscde-19/125924622 | |
dc.source.uri | https://doi.org/10.2991/iscde-19.2019.68 | |
dc.source.uri | https://talpykla.elaba.lt/elaba-fedora/objects/elaba:49414148/datastreams/MAIN/content | |
dc.title | Gamification for business development | |
dc.type | Straipsnis recenzuotame konferencijos darbų leidinyje / Paper published in peer-reviewed conference publication | |
dcterms.accessRights | This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/). | |
dcterms.license | Creative Commons – Attribution – NonCommercial – 4.0 International | |
dcterms.references | 27 | |
dc.type.pubtype | P1d - Straipsnis recenzuotame konferencijos darbų leidinyje / Article published in peer-reviewed conference proceedings | |
dc.contributor.institution | Mykolo Romerio universitetas | |
dc.contributor.institution | Vilniaus Gedimino technikos universitetas | |
dc.contributor.faculty | Verslo vadybos fakultetas / Faculty of Business Management | |
dc.subject.researchfield | S 004 - Ekonomika / Economics | |
dc.subject.vgtuprioritizedfields | EV02 - Aukštos pridėtinės vertės ekonomika / High Value-Added Economy | |
dc.subject.ltspecializations | L103 - Įtrauki ir kūrybinga visuomenė / Inclusive and creative society | |
dc.subject.en | gamicifation | |
dc.subject.en | motivation | |
dc.subject.en | business operation efficiency | |
dcterms.sourcetitle | Advances in economics, business and management research: 1st International Scientific and Practical Conference on Digital Economy (ISCDE 2019), November 7-8, 2019, Chelyabinsk, Russia | |
dc.description.volume | vol. 105 | |
dc.publisher.name | Atlantis Press | |
dc.publisher.city | Chelyabinsk | |
dc.identifier.doi | 10.2991/iscde-19.2019.68 | |
dc.identifier.elaba | 49414148 | |