Work and game (play) are under our spotlight, where the fil rouge is the total and active user engagement.
Our market research activity, to find and study new trends to best satisfy our clients, highlighted the dominant leanings to a parallelism between videogames and work field.

Gamification.it work out on this topic with 2 articles, Adolescence, games and work: one simple consideration and Gamification: work and game are opposite? dealing with some facts among which propensity to play, e-learning and engagement as factor needed but not enough to activate and satisfy users.