Abstract

For a long time, game elements were used in economics. It has already been proven that the use of gamification in marketing is a regular and successful technique with a future to create a brand experience and involve not only customers but also stakeholders in the field of corporate social responsibility. However, gamification began to enter the educational environment, mainly due to the effort to motivate students as well as customers of companies. The aim of the paper is to focus on the concept of gamification only in the didactic educational context, to summarize the benefits and disadvantages of this attribute as a whole. The paper presents a summary and analysis of various secondary data of scientific as well as practical nature.

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