Abstract

For over a decade, online games have impacted how we engage in work and play. Organizations are using online games to create new business models and companies are training their employees with game-like systems. Furthermore, digital video games increasingly blur the line between online and offline content, while gamification: blurs the line between games and information systems. This minitrack provides a forum for researchers to discuss the design, use and impact of online games in various contexts. Topics discussed in this minitrack include: gamification, game adoption, and the psychology of online games.

Full Text
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