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Recolector de Ciencia Abierta, RECOLECTA
Article . 2013 . Peer-reviewed
License: CC BY NC
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Gamificación como estrategia de marketing interno

Gamification as a strategy of internal marketing
Authors: Ruizalba Robledo, José Luis; Navarro Lucena, Fernando; Jiménez Arenas, Sergio;

Gamificación como estrategia de marketing interno

Abstract

Objeto: Este estudio tiene como objetivos de una parte ofrecer elementos para crear un marco de referencia que permita la integración de la gamificación en las políticas de marketing interno y de otra analizar de manera descriptiva varios casos prácticos de empresa en los que se muestra el papel que la gamificación juega al implicar clientes y empleados con estrategias de engagement que influyan en sus comportamientos. Diseño/metodología/enfoque: Partiendo de la orientación al marketing interno, se analizan varios ejemplos de gamificación en empresas y sus antecedentes en los videojuegos. Aportaciones y resultados: La principal aportación es la propuesta de marco conceptual para analizar la gamificación en las estrategias de marketing interno. Implicaciones prácticas: Aplicación de estrategias de gamificación a empresas y organizaciones dirigidas a sus clientes y empleados. Implicaciones sociales: Contribución de las prácticas de gamificación a la satisfacción laboral y al compromiso de los empleados. El marketing interno en la medida en que contribuye a la satisfacción laboral y compromiso de los empleados es un ámbito con potencial para la aplicación de estrategias de gamificación. Originalidad/valor añadido: La gamificación es un fenómeno muy reciente que ha sido objeto de escaso estudio científico.

Purpose: Theoretical analysis of the phenomenon of gamification and its possible application as a tool for internal marketing, in order to increase job satisfaction and commitment through engagement. Design/methodology/approach: Firstly, review of the literature on gamification and its background within game social reality. Secondly, presentation of several business cases where gamification has been applied. Findings: Focusing the subject of gamification within the field of internal marketing. In addition, a theoretical model of gamification as a tool to improve some consequences on employees’ behavior, such as job satisfaction and commitment through engagement, is proposed,. Various specific hypotheses for future research are proposed based on this model.. Practical implications: Because of the situation of research on internal marketing and gamification, practical implications cannot be deduced in the short term, although they may arise as long as there is empirical evidence of its usefulness. Social implications: Currently there is no empirical evidence to infer social implications. Originality/value: Gamification is a very recent phenomenon that has been scarcely studied.

Peer Reviewed

Country
Spain
Keywords

Internal marketing, Motivation, Àrees temàtiques de la UPC::Economia i organització d'empreses::Gestió i direcció::Recursos humans, Job satisfaction, Commitment job satisfaction, Jocs -- Aspectes psicològics, Satisfacció en el treball, Gamification, Games -- Psychological aspects

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
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