1,378 research outputs found

    CLEVER: Gamification and Enterprise Knowledge Learning

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    © Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2968120.2987745This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.NSERC SSHRCPeer-reviewe

    The Use of Gamification and Its Impact on Crowdfunding Participation:

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    This action research study examined how the use of two gamification tools (CreatiCUBE and Children Story Time) can increase the interest of venture capitalists to invest in the start-up company that designed both tools. Data were collected through interviews and field notes using convenience sampling. The eight participants in this study were people who had previous knowledge of and supported the two projects. The initial findings revealed that participants and potential investors were inclining to support Children Story Time rather than CreatiCUBE. The flexible nature of action research allowed a refocus of the study on the latter gamification tool. Four themes emerged from the analysis of data: 1) participants had no particular interest in funding; 2) funding was a byproduct of market demand; 3) Children Story Time was a market-disrupting tool; and 4) strategies emerged to secure venture capital investment. Three analytical theories shed light on the findings: Bourdieu’s cultural capital theory and Csikszentmikalyi’s flow and transactional leadership theories. Findings provide evidence that, to secure financial investment, startup entrepreneurs need to immerse in the cultural capital of their community and appeal to the support of close friends and family members to create a workable application, demonstrate the application has over 10,000 daily users, and hold a successful Kickstarter campaign

    The Impact of Gamification on Employee Engagement in a Complex System of Human Resource Management Processes

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    Elektroniskā versija nesatur pielikumusPromocijas darba mērķis ir izpētīt spēļošanu kā rīku, ko izmanto personālvadības procesu kompleksā sistēmā, un tās potenciālu ietekmēt augstāku darbinieku iesaisti šajos procesos, kā arī izstrādāt rekomendācijas spēļotu un iesaisti veicinošu personālvadības procesu dizainam. Pētījums piedāvā hipotēzi, ka, ņemot vērā spēļu vides augsti iesaistošo raksturu, darbinieku iesaiste dažādos personālvadības procesos tiek pozitīvi ietekmēta, izmantojot spēļu elementus, kas veicina izmērāmu šo procesu rādītāju paaugstināšanos. Darba zinātniskā novitāte izpaužas spēļošanas definīcijā ar fokusu uz personālvadības procesiem, kā arī pienesumā vadībzinātņu teorijas attīstībai: izstrādāts 10-soļu modelis iesaisti veicinošai personālvadības procesu spēļošanai. Darba ietvaros izstrādātā metodoloģija spēļošanas ietekmes izpētei uz darbinieku iesaisti var tikt izmantota gan viena uzņēmuma vai uzņēmumu grupas ietvaros, gan pārrobežu pētījumiemThe aim of this study is to explore gamification as a tool used within a complex system of human resource management processes and its potential to achieve higher employee engagement with these processes, as well as to develop recommendations for gamified and engagement-positive design of the said processes. Hypothesis defended throughout the thesis argues that given highly engaging character of the game environment employee engagement with various human resource management processes can be positively influenced through the application of game elements, thus promoting improvement of the process indicators. Scientific novelty of the doctoral thesis lies in developed gamification definition with a focus on human resource management processes, as well as in contribution to the management theory development: thesis offers 10-steps model for the engagement positive gamification of human resource management processes. Methodology for research of the impact of gamification on employee engagement can be used within any business enterprise or group of enterprises, as well as for the crossborder research

    Innovative Concepts within Knowledge Management

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    In our increasingly knowledge-based society the need for innovative concepts within the discipline of Knowledge Management (KM) becomes clear. Therefore, this article aims to shed light on current and uprising innovative technologies and concepts within the discipline of KM. This study conveys recent and previous scientific literature on the relevance of uprising innovative concepts within the various dimensions of KM. We conducted a systematic literature review (SLR) on various literature sources to cover the whole spectrum of innovative KM approaches. All 37 reviewed articles originate from acknowledged sources and were written in English. The findings show, which innovative concepts show relevance within KM, how they are classified into the three innovation categories social, technological, and organizational, how they manifest within KM and what to expect from future KM innovations

    Gaming, Gamification and BYOD in academic and library settings: bibliographic overview

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    Lev Vygotsky’s “Zone of proximal development” and his Sociocultural Theory opened new opportunities for interpretations of the learning process. Vygotsky’s ideas overlapped Jean Piaget’s and Erik Erickson’s assertions that cooperative learning, added to experimental learning, enhances the learning process. Peer interaction, according to them, is quintessential in accelerating the learning process (Piaget, 1970; Erickson, 1977; Vygotsky, 1978). Robert Gagné, B.F. Skinner, Albert Bandura, and others contributed and constructivism established itself as a valid theory in learning. Further, an excellent chapter of social learning theories is presented by Anderson, & Dron (2014). Games are type of cooperative learning. Games embody the essence of constructivism, which for students/gamers means constructing their own knowledge while they interact (learn cooperatively). Learning can happen without games, yet games accelerate the process. Games engage. Games, specifically digital ones, relate to the digital natives, those born after 1976-80, who are also known as Generation Y, or Millennials (Howe & Strauss, 2000). Millennials in the United States, as per the recent Programme for the International Assessment of Adult Competencies (PIAAC), are performing rather poorly compared to their peers from 22 countries around the world (Schaffhauser, 2015b). While research is still tackling the reasons why, novel approaches to learning needs to be considered for a generation, which differs from previous generations in acquiring information and constructing knowledge. Millennials are gradually leaving the educational field and entering the working force, to be replaced in school settings by Generation Z (Levine & Dean, 2012). Gen Z, the next digitally- native generation, seeks changes of the learning process; changes even more drastic then the ones sought by the Millennials (Hackschooling, 2013). Gaming for Generation Z is not an alternative, but rather expectance. Gaming for Generation Z is associated with creativity (Jackson, A., Witt, Games, Fitzgerald, von Eye, & Zhao, 2012). Creativity, next to collaborative learning and knowledge construction, is one of the prevalent characteristics of games. Using games increases learning, making games increases learning more and is “tantamount to project- based learning” (Shapiro, 2014b). Games and gamifying of the learning process transforms from a cutting edge idea to a regular expectance. Beyond a fad or choice, it becomes, next to lecturing, an expected teaching method, which we, the older generation of educators will have to consider as a feasible alternative to traditional “lecturing” type of teaching

    WEB SURVEY GAMIFICATION – INCREASING DATA QUALITY IN WEB SURVEYS BY USING GAME DESIGN ELEMENTS

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    Researchers and survey designers face the challenge of low data quality as web surveys are often not compelling. Thus, participants’ engagement declines while completing a survey resulting in participants tend to apply satisficing behavior (e.g., speeding, straight-lining) in order to complete the questionnaire or even break-off the completion of the questionnaire. Due to satisficing behavior, researchers are faced with the challenge of low data quality. Addressing this challenge, survey gamification promises to make web survey participation enjoyable, which might also engage participants to complete questionnaires by providing high-quality data. However, the research on the effects of gamifying web surveys (in particular on behavioral outcomes) is still inconclusive. Addressing this short-coming, we propose to examine the effects of two common game design elements – badges and a meaningful story – in an experimental study. Based on the theoretical background of gamification and the theory of cognitive absorption, we derive hypotheses and outline in detail our experimental design in this research-in-progress paper. Our proposed research study will contribute to research and practice by addressing an important challenge when conducting online surveys: the motivation to process surveys accurately

    Desbloquear a forma como as empresas estão aplicando gamificação ao longo do ciclo de vida inovação

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    This thesis complements an emergent body of literature on gamification of innovation by exploring how gamification, i.e. the use of game elements in non-gaming contexts, can support the management of the complex, messy and unclear Early Stage of Innovation Process (ESoIP), and therefore help firms to drive innovation forward. Thus, the goal of this thesis is threefold: Firstly to conceptualize gamification approaches to the early stage of innovation; secondly to examine by empirical research studies how the ESoIP can be supported by gamification approaches and thirdly to explore the way gamification approaches support and enhance design thinking. In fact, this thesis argues that gamification can contribute to improving the management of firms’ ESoIP by complementing design thinking practices. Since the potential value of design thinking is sometimes overhyped among academics and practitioners it is fundamental to acknowledge its main obstacles and discuss better ways to overcome the difficulties of managing the ESoIP, such the unpredictable and unstructured nature of activities and the need for more coordination and alignment of teams. Given the explorative type of goals and the need to achieve a deeper understanding of the linkages between gamification and the ESoIP, the thesis follows a qualitative research approach. Findings show that gamification approaches encourage the involvement and engagement of teams in the innovation process, improving aspects like team spirit, dialogue and consensus building, creative experience sharing, goals setting, coordination of activities and concept development as well as the overall management of the ESoIP. Finally, it also suggests that gamification complements and enhances design thinking practices by making people more engaged and delivering a more structured approach to the ESoIP.Esta tese complementa uma linha de investigação emergente na área da gamificação da inovação, explorando como é que a gamificação (utilização de elementos de jogos em contextos não lúdicos) pode apoiar a gestão da fase inicial do processo de inovação, que é mais complexa, confusa e obscura e desta forma ajudar as empresas a inovar. Os principais objetivos desta tese são em primeiro lugar conceptualizar a utilização da gamificação na fase inicial do processo de inovação, em segundo lugar investigar através de estudos empíricos como é que o processo de inovação pode ser melhorado através desta abordagem e em terceiro lugar explorar de que forma é que a gamificação pode apoiar e melhorar o design thinking. Isto porque esta tese defende que a gamificação pode contribuir para melhorar a gestão da fase inicial do processo de inovação, complementando as práticas de design thinking. Como o valor potencial do design thinking está por vezes sobreavaliado entre académicos e gestores, é fundamental reconhecer os seus principais obstáculos e discutir melhor as maneiras de ultrapassar as dificuldades de gestão da inovação, tais como a natureza das atividades pouco estruturadas e não previstas e a necessidade de maior coordenação e alinhamento das equipas. Dado o caráter exploratório dos objetivos e a necessidade de se chegar a um melhor conhecimento das ligações entre a gamificação e a fase inicial do processo de inovação, esta tese segue uma abordagem qualitativa. Os resultados mostram que a gamificação promove o envolvimento das equipas no processo de inovação, melhorando aspetos como o espírito de equipa, diálogo e consenso, partilha de experiência de forma mais criativa, definição de objetivos, coordenação de atividades, desenvolvimento de conceitos e, de uma forma geral, toda a gestão da fase inicial deste processo. Finalmente, esta tese também sugere que a gamificação complementa e melhora as práticas de design thinking aumentando o envolvimento das pessoas e proporcionando uma abordagem mais estruturada do processo de inovação.Programa Doutoral em Marketing e Estratégi

    Designing Gamification for Sustainable Employee Behavior: Insights on Employee Motivations, Design Features and Gamification Elements

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    Encouraging sustainable employee behavior is critical for companies in the face of increasing societal pressure towards sustainability. While gamification has been shown to influence employee behavior effectively, current attempts to design gamification for sustainability in the workplace largely neglect the importance of understanding personal factors and contextual characteristics. This work explores employees' motivations for sustainable behavior and expectations for design features through in-depth interviews with 27 employees from different SMEs. Our results show that many employees tend to be egoistically motivated, suggesting the design of appropriate narratives and individualistic-oriented design features. Employees expected utilitarian, hedonistic, and social design features that primarily serve to support them in achieving personal sustainability goals while highlighting that gamification at work should also integrate seamlessly with existing work routines. We contribute to gamification design research by discussing the particularities of the workplace sustainability context and shedding new light on involving users in gamification design

    Rethinking the role of ICTs - Digital transformation and Culture enjoyment continuity

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    This document will analyse recent trends and evolution of the use of ICTs in the field of cultural heritage from a different standpoint, the service provision in the age of digital transition and pandemic. The initial focus is on the usual approach in the field of goods, proper design to elicit a positive feeling by potential customers. Recently a new type of good has been identified, service. Services grown up incredibly in the pandemic, goods delivery, food delivery, and more. So, thinking at services like a good we must design them to better the appreciation by customers as since the early XX century the people did with objects and merchandise. Appling the same approach to digital services a design phase is required together with all the different components that will provide a positive feedback from the user, this means to deal with interaction design, user centred approach, usability guidelines and the overall concept of positive user experience. Recent trends and reborn technologies like the path from edutainment to serious games and gamification, the new approach to immersive interactive technologies in a nonintrusive format. Last but relevant the need to take the momentum to ensure the culture enjoyment continuity in case of crisis
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