Splantern

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Gamification Technique: Virtual In-Game Economy

is an emergent economy existing in a virtual persistent world, usually exchanging virtual goods in the context of an Internet game. People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be “fun” (for instance, avatars …

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Imprinting

In organizational theory and organizational behavior, imprinting is a core concept describing how the past affects the present.[1] Imprinting is generally defined as a process whereby, during a brief period of susceptibility, a focal entity or actor (such as an industry, organization, or an individual) develops characteristics that reflect prominent features of the environment, and …

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