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Part of the book series: Palgrave Pocket Consultants ((PAPC))

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Abstract

Gamification is when products, services, processes, or events include elements and features of game design to make them more engaging. This might range from collecting points or being awarded badges, to completing levels of achievement and competing with others on leader boards. For location-based social network tools such as Swarm (see Chapter 12) this means earning points for each check- in and badges for new types of location or checking in more often than your friends.

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Notes

  1. Morgan, J. (2012) “The Risks of Gamification for the Enterprise” [Online] Available at: http://www.thefutureorganization.com/risks-gamification-enterprise/ [Accessed: 15 April 2012].

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© 2015 Ronan Gruenbaum

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Gruenbaum, R. (2015). Gamification. In: Making Social Technologies Work. Palgrave Pocket Consultants. Palgrave Macmillan, London. https://doi.org/10.1057/9781137024824_15

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