Gamification as an innovation: a tool to improve organizational marketing performance and sustainability of international firms

dc.contributor.authorNigam, Achint
dc.date.accessioned2025-02-17T06:22:08Z
dc.date.available2025-02-17T06:22:08Z
dc.date.issued2024-03
dc.description.abstractThis study aims to investigate an under-researched area, an international marketing perspective, based on international dynamic capability, environmental sustainability and organizational marketing performance in gamification and non-gamification-based organizational culture (OC). This paper deepens the understanding of gamification-based and non-gamification-based OC influence on innovation capability and environmental and organizational marketing performance through the theory of organizational creativity and the theory of administrative behavior (AB).en_US
dc.identifier.urihttps://www.emerald.com/insight/content/doi/10.1108/imr-05-2022-0113/full/html
dc.identifier.urihttp://dspace.bits-pilani.ac.in:8080/jspui/handle/123456789/17797
dc.language.isoenen_US
dc.publisherEmeralden_US
dc.subjectManagementen_US
dc.subjectGamificationen_US
dc.subjectSustainablityen_US
dc.subjectInnovationen_US
dc.titleGamification as an innovation: a tool to improve organizational marketing performance and sustainability of international firmsen_US
dc.typeArticleen_US

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