14 research outputs found
Conceptualising Gamification Risks to Teamwork within Enterprise
Gamification in businesses refers to the use of technology-assisted
solutions to boost or change staff attitude, perception and behaviour, in relation
to certain business goals and tasks, individually or collectively. Previous research
indicated that gamification techniques can introduce risks to the business
environment, and not only fail to make a positive change, but also raise concerns
in relation to ethics, quality of work, and well-being at a workplace. Although
the problem is already recognised in principle, there is still a need to
clarify and concretise those risks, their factors and their relation to the gamification
dynamics and mechanics. To address this, we conducted multi-staged empirical
research, including two months’ observation and interview study, in two
large-scale businesses using gamification in their workplace. In this paper, we
focus on gamification risks related to teamwork within the enterprise. We outline
various risk mitigation strategies and map them to primary types of gamification
risks. By accomplishing such conceptualisation, we pave the way towards
methods to model, detect and predict gamification risks on teamwork and
recommend and design practices and strategies to tackle them