Publikacja:

Helping Dwight: how gamification can improve CSR communication effectiveness?

Data

2023
Artykuł
 
cris.legacyid7285
cris.virtual.journalance#PLACEHOLDER_PARENT_METADATA_VALUE#
cris.virtualsource.journalancedc92c553-0411-4522-97d5-b7ef33169392
dc.abstract.plPurpose – The main purpose of this study is to check the potential impact of gamification on communicating CSR issues. Design/methodology/approach – The examination was conducted concerning the correlations between income/education level and communication effectiveness with and without gamification application. For the need of this study the survey was prepared, containing inter alia narration resting on helping Dwight to deal with the problems with adjusting to work environment, the problem often avoided in corporate social responsibility (CSR) communication research, especially gamified. Findings – Findings show that gamification can help in this area, but depending on the author’s goal (spreading the news is the most relevant one). Originality/value – Although the gamification gained substantial interest over the last decade, the results of applying the same into CSR communication are still very rare.
dc.contributor.affiliationUniversity of Warsaw
dc.contributor.authorFilip Wójcik
dc.date.accessioned2025-07-25T16:03:53Z
dc.date.available2025-07-25T16:03:53Z
dc.date.issued2023
dc.date.published9/2023
dc.description.issue3
dc.description.physical405-415
dc.description.volume31
dc.identifier.doi10.1108/CEMJ-11-2021-0127
dc.identifier.issn2658-0845
dc.identifier.urihttps://repozytorium.kozminski.edu.pl/handle/item/1744
dc.languageen
dc.relation.ispartofCentral European Management Journal
dc.relation.pages405-415
dc.rightsCC-BY-4.0
dc.subjectsustainability
dc.subjectCSR communication
dc.subjectcorporate social responsibility
dc.subjectgamification
dc.subtypeOriginal
dc.title

Helping Dwight: how gamification can improve CSR communication effectiveness?

dc.typeArticle
dspace.entity.typePublication