bgscience@idbg.ru
+7 495 648 62 41 Russia, 127015, Moscow, Novodmitrovskaya st. 5A (b. 7)
Menu
  • BIBLIO-GLOBUS
    • About
  • Journals
    • Russian Journal of Entrepreneurship
    • Creative Economy
    • Scholarly Communication Review
    • Russian Journal of Retail Management
    • Leadership and Management
    • Public-Private Partnership
    • Global Markets and Financial Engineering
    • Russian Journal of Housing Research
    • Food Policy and Security
    • Russian Journal of Labor Economics
    • Russian Journal of Innovation Economics
    • Journal of Economics, Entrepreneurship and Law
    • Russian Journal of Humanistic Psychology
  • BIBLIO-GLOBUS fiction

Switch to Russian:to Russian

Using gamification tools in the real project


Viktor Ufelmann, Viktoria Yatsenko, Viktor Malinin, Elizaveta Myakisheva
(about the authors)

Ufelmann Viktor D. – 4th year student of the Chair of Management, Department of Engineering Business and Management (Bauman Moscow State Technical University)

Yatsenko Viktoria V. – Candidate of Science, Economics, Associate Professor (Bauman Moscow State Technical University)

Malinin Viktor L. – Candidate of Science, Economics, Associate Professor, Deputy Director of the Center for Innovation Infrastructure Development and Youth Entrepreneurship (the Center for Innovation Infrastructure Development and Youth Entrepreneurship, Bauman Moscow State Technical University)

Myakisheva Elizaveta D. – 4th year student at the Chair of Management, Faculty of Engineering Business and Management (Bauman Moscow State Technical University)

Published in:
Russian Journal of Entrepreneurship
– Volume 16, Number 14 (July, 2015)



Keywords: , immersiveness, 6-D Gamification Design Framework, gamification, players, project, system, training


Citation:
Viktor Ufelmann, Viktoria Yatsenko, Viktor Malinin, Elizaveta Myakisheva (2015). Using gamification tools in the real project. Russian Journal of Entrepreneurship, 16(14), 2301-2312. doi: 10.18334/rp.16.14.528


Share:

Abstract:

The authors of this article considered the aspects of gamification system implementation in a certain project. The implementation of the system was necessary to enhance the motivation and immersiveness of the staff of the project that consisted in attracting the target audience (teenagers aged 14-18) to a self-determination training. The gamification system was introduced step by step following the 6D algorithm. 








References:

Tel : +7 495 649 6241

Fax : +7 800 3331538

E-mail : bgscience@idbg.ru

Address : RUSSIA, 101000, Moscow, Myasnitskaya st. 13-2

BIBLIO-GLOBUS Science

BIBLIO-GLOBUS Science - one of the leading science publishers in Russia.

Read More
Other sites
  • BIBLIO-GLOBUS fiction
  • BIBLIO-GLOBUS bookstore
  • National Science Publishing Association (NATSPA)
© 2016 BIBLIO-GLOBUS Science (BIBLIO-GLOBUS Publishing House). All Rights Reserved