Playing to win: Gamification and serious games in organizational learning, 2014

Data

Educational Games / Gamification Business and industry Usage: Current and Past
Sample Size:
n = 551
Sample Description:

There were 551 respondents to the survey, consisting of business and learning professionals who represent organizations across a variety of sizes, structures, industries, and geographic locations. Most hold management or executive-level positions.

Educational Games / Gamification Business and industry Attitudes/Benefits/Challenges
Sample Size:
n ~ 100
Sample Description:

There were 551 respondents to the survey, consisting of business and learning professionals who represent organizations across a variety of sizes, structures, industries, and geographic locations. Most hold management or executive-level positions.

Sample: 

There were 551 respondents to the survey, consisting of business and learning professionals who represent organizations across a variety of sizes, structures, industries, and geographic locations. Most hold management or executive-level positions.

Citation: 

ASTD Research (2014). Playing to win: Gamification and serious games in organizational learning. Adapted from https://www.td.org/Publications/Research-Reports/2014/Playing-to-Win

Publish Year: 
2014