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Gamification as a Means of Workplace Performance Improvement

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  • 56 pages
  • 2 hours of reading

More about the book

Focusing on the application of gamification, this thesis investigates its potential to mitigate the challenges posed by the Dunning-Krüger Effect and Imposter Syndrome in commercial settings. It provides insights into how these psychological phenomena can impact workplace dynamics and proposes gamified strategies to enhance employee confidence and competence. The research highlights the importance of effective leadership and human resource practices in fostering a supportive environment for personal and professional development.

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Gamification as a Means of Workplace Performance Improvement, John Peacock

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Released
2017
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