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.
|Title of host publication||Teaching Intellectual Property Law|
|Subtitle of host publication||Strategy and Management|
|Editors||Sabine Jacques, Ruth Soetendorp|
|Publisher||Edward Elgar Publishing Ltd|
|Number of pages||14|
|ISBN (Print)||978 1 80088 099 3|
|Publication status||Published - Jun 2023|