The role of games and gamification in business and training: A systematic review

dc.contributor.authorReuter, J.
dc.contributor.authorDias, M. F.
dc.contributor.authorSousa, M. J.
dc.date.issued2026
dc.date.updated2026-07-17T10:32:46Z
dc.description.abstractThis review explores the evolving role of gamification and games in business over the previous decade, focusing on organizational learning, training, employee engagement, and collaboration. Following PRISMA guidelines, 56 studies met the inclusion criteria, offering a theoretical and empirical perspective across diverse business sectors, including HR, IT, management, marketing, the industrial, public, and NGOs. The Mixed Methods Appraisal Tool (MMAT) was used to assess study quality. The study discusses key theories and analyzes how different sectors applied games and gamification, reporting their results. We highlight recent contributions, showing how tools and designs for incorporating game elements in the workplace have evolved to engage employees in training and daily activities. The results offer original insights into interactive learning environments, including the growing use of game-based programmes to enhance intergenerational communication, decision-making, skill acquisition, and engagement. Managers and trainers can apply practical strategies discussed in this research to overcome challenges, especially when dealing with complex organizational issues and ethical concerns. The review concludes by outlining future research directions, including more empirical evidence on the long-term effects, personalization, and ethical considerations related to workplace applications.eng
dc.identifier.citationReuter, J., Dias, M. F., & Sousa, M. J. (2026). The role of games and gamification in business and training: A systematic review. Interactive Learning Environments, 34(4), 2590-2608. https://doi.org/10.1080/10494820.2025.2547270
dc.identifier.doi10.1080/10494820.2025.2547270
dc.identifier.issn1049-4820
dc.identifier.urihttp://hdl.handle.net/10071/37078
dc.language.isoeng
dc.number4
dc.pagination2590 - 2608
dc.peerreviewedyes
dc.publisherTaylor and Francis
dc.relation2022.12546.BD
dc.subjectGamificationeng
dc.subjectBusiness gameseng
dc.subjectTrainingeng
dc.subjectOrganizational learningeng
dc.subjectCollaborative workeng
dc.subjectInteractive learningeng
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informaçãopor
dc.subject.fosDomínio/Área Científica::Ciências Sociais::Ciências da Educaçãopor
dc.titleThe role of games and gamification in business and training: A systematic revieweng
dc.typereview
dc.volume34
iscte.alternateIdentifiers.scopus2-s2.0-105013743226
iscte.alternateIdentifiers.wosWOS:WOS:001553503200001
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-112749
iscte.journalInteractive Learning Environments

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