Conceptualising gamification risks to teamwork within enterprise

Authors: Algashami, A., Cham, S., Vuillier, L., Stefanidis, A., Phalp, K. and Ali, R.

Journal: Lecture Notes in Business Information Processing

Volume: 335

Pages: 105-120

ISBN: 9783030023010

ISSN: 1865-1348

DOI: 10.1007/978-3-030-02302-7_7

Abstract:

Gamification in businesses refers to the use of technology-assisted solutions to boost or change staff attitude, perception and behaviour, about the individual or collective goals and tasks. Previous research indicated that gamification techniques could introduce risks to the business environment, and not only fail to make a positive change, but also raise concerns about ethics, quality of work, and well-being in 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. In this paper, we focus on gamification risks related to teamwork within the enterprise. To address this, we conducted three-stage empirical research in two large-scale businesses using gamification in their workplace, including two months’ observation and interview study. 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 design practices and strategies to tackle them.

http://eprints.bournemouth.ac.uk/31135/

Source: Scopus

Conceptualising Gamification Risks to Teamwork within Enterprise

Authors: Algashami, A., Cham, S., Vuillier, L., Stefanidis, A., Phalp, K. and Ali, R.

Journal: PRACTICE OF ENTERPRISE MODELING (POEM 2018)

Volume: 335

Pages: 105-120

eISSN: 1865-1356

ISBN: 978-3-030-02301-0

ISSN: 1865-1348

DOI: 10.1007/978-3-030-02302-7_7

http://eprints.bournemouth.ac.uk/31135/

Source: Web of Science (Lite)

Conceptualising Gamification Risks to Teamwork within Enterprise

Authors: Algashami, A., Cham, S., Vuillier, L., Stefanidis, A., Phalp, K. and Ali, R.

Conference: The 11th IFIP WG 8.1 Working Conference on the Practice of Enterprise Modelling (PoEM'18)

Dates: 31 October-2 November 2018

http://eprints.bournemouth.ac.uk/31135/

Source: Manual

Conceptualising Gamification Risks to Teamwork within Enterprise.

Authors: Algashami, A., Cham, S., Vuillier, L., Stefanidis, A., Phalp, K. and Ali, R.

Editors: Buchmann, R.A., Karagiannis, D. and Kirikova, M.

Journal: PoEM

Volume: 335

Pages: 105-120

Publisher: Springer

ISBN: 978-3-030-02301-0

http://eprints.bournemouth.ac.uk/31135/

https://doi.org/10.1007/978-3-030-02302-7

Source: DBLP

Conceptualising Gamification Risks to Teamwork within Enterprise

Authors: Algashami, A., Cham, S., Vuillier, L., Stefanidis, A., Phalp, K.T. and Ali, R.

Conference: PoEM'18: The 11th IFIP WG 8.1 Working Conference on the Practice of Enterprise Modelling

Publisher: Lecture Notes in Business Information Prtocessing

ISSN: 1865-1348

Abstract:

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.

http://eprints.bournemouth.ac.uk/31135/

http://poem2018.omilab.org/home

Source: BURO EPrints