JGGAG (Journal of Games, Game Art, and Gamification)
Vol. 1 No. 2 (2016)

The Business of Creating Games: How to Make Positive and Effective in Multiple Area of a Business by Creating Games

Arsa Widitiarsa Utoyo (Bina Nusantara University, Jakarta, Indonesia)



Article Info

Publish Date
19 Oct 2021

Abstract

The use of digital games and gamification has showed potential to improve many aspects of how businesses provide education and communicate with consumers. Nevertheless, there is still a requirement for better considerate of how the adoption of games and gamification would influence the process of decisionmaking for customer and organizations across different industry. This article provides a structured review of existing literature on the use of games in the business ecosystem, and seeks to consolidate findings to address research questions regarding their perception, proven efficiency, and identifies key areas for future business. The findings highlight that serious games can have positive and effective impacts in multiple areas of business, including education, decision-support, marketing and consumer outreach. They also emphasize the challenges and pitfalls of affecting serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.

Copyrights © 2016






Journal Info

Abbrev

jggag

Publisher

Subject

Arts Computer Science & IT Other

Description

The Journal of Games, Game Art, and Gamification (JGGAG) is a double-blind peer-reviewed interdisciplinary journal that publishes original papers on all branches of academic areas and communities. Thematic areas include, but are not limited to: Games AI applications for serious games, Alternate ...