@inbook{c1e10378ec9c492cbd3af4e9b98e9ce3,
title = "Playing the IP Game: IntangAbility",
abstract = "Increasingly, gamification has made its way through higher education and professional environments. Often, this is analogous to introducing competitive elements within the learning experience to incentivise and boost engagement. This chapter argues that gamification requires more than badges, scores, levels and leader boards to be effective. Successful gamification requires a deeper integration of game-like mechanics into the curriculum. This contribution constitutes a personal reflection of the use of gamification for the purpose of teaching IP law at the University of East Anglia Law School through the introduction of IntangAbility, the Intellectual Property game.",
author = "Sabine Jacques",
year = "2023",
month = jun,
day = "13",
doi = "10.4337/9781800881006.00025",
language = "English",
isbn = "978 1 80088 099 3",
pages = "221--234",
editor = "Sabine Jacques and Ruth Soetendorp",
booktitle = "Teaching Intellectual Property Law",
publisher = "Edward Elgar Publishing",
address = "United Kingdom",
}