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DOI:
https://doi.org/10.58246/sjeconomics.v28i1.147Keywords:
Game, gamification, generation X, Y, Z, brand, motivation, immersionAbstract
The aim of the article is to present various ways of using grammar in brand creation (in the case of external clients), and to motivate the team - both representatives of the Y and Z generation, as well as the older, X, but undergoing the charm of the game and submerged every day in the virtual world. Taking on a very different form, gamification is becoming an increasingly used motivator in the reality in which we are more and more often and more often subject to immersion.
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