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Gamification as a Business Strategy

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Abstract

If a rising tide lifts all boats, what should one do when the tide is falling and potentially may never rise again? Often when we read about the current crisis in higher education, the focus is on the curriculum. It is essentially a critique of current teaching practices and the growing disconnect between the requirements of the real world and current learning objectives. We tend not to think of higher education as a business, but rather as an institution that is exempt from the challenges faced by most other businesses. However, universities are not immune from the same market forces that guide other industries and an understanding of how businesses have evolved over time can provide us with key insights about why the game industry might provide higher education with the best path to a prosperous future.

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Notes

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  30. Analysts place the value of Valve somewhere between $2 and $4 billion dollars. Chiang, Oliver. 2011. “Valve and Stream Worth Billions.” Forbes, February 15. Accessed December 21, 2013, http://www.forbes.com/sites/oliverchiang/2011/02/15/valve-and-steam-worth-billions/

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© 2014 Neil B. Niman

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Niman, N.B. (2014). Gamification as a Business Strategy. In: The Gamification of Higher Education. Palgrave Macmillan, New York. https://doi.org/10.1057/9781137331465_4

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