2015
DOI: 10.22215/timreview/918
|View full text |Cite
|
Sign up to set email alerts
|

Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification

Abstract: Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive behavioural outcomes in their workforce-ultimately leading to positive business outcomes on the whole. Despite its touted benefits, little empirical research has been done to date to investigate technological and individual personal factors that determine the success or failure of enterprise gamification initiatives. In this article, we pro… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
35
0

Year Published

2017
2017
2024
2024

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 56 publications
(35 citation statements)
references
References 11 publications
0
35
0
Order By: Relevance
“…On a business level, gamification can be applied to many different business functions including marketing and sales, human capital and customer service, with different impacts inside and outside the firm's boundaries (Piligrimiene et al, ; Robson, Plangger, Kietzmann, McCarthy, & Pitt, ; Ruhi, ).…”
Section: Literature Reviewmentioning
confidence: 99%
See 2 more Smart Citations
“…On a business level, gamification can be applied to many different business functions including marketing and sales, human capital and customer service, with different impacts inside and outside the firm's boundaries (Piligrimiene et al, ; Robson, Plangger, Kietzmann, McCarthy, & Pitt, ; Ruhi, ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Gamification is a recent concept and should not be confused with others, such as play, traditional games or even reward systems and loyalty programs that merely persuade people to perform actions in order to earn points (Ruhi, ). Games introduce an explicit or implicit set of rules and an element of extrinsic motivation or work in a playful context that is free, different from real life, and usually characterized by satisfaction, enjoyment, fun, and other hedonic aspects (Holbrook, Chestnut, Oliva, & Greenleaf, ; Kultima, Niemelä, Paavilainen, & Saarenpää, ).…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…to improve employee engagement), or external (e.g. to codevelop products with customers) (Piligrimiene et al, 2015;Robson et al, 2015;Ruhi, 2015). Neither is it restricted to digital approaches such as software for computers and smartphones (Deterding, 2015).…”
Section: Gamificationmentioning
confidence: 99%
“…Dynamics describes how rules manifest themselves during the game in realtime, according to players' system inputs as well as interactions between players. Aesthetics describes the results presented by the users when they interact with the gamified system.In this way, we use these concepts in our experience [8].…”
Section: The Workhopmentioning
confidence: 99%