Abstract
Gamification has become increasingly popular in business contexts. This approach suggests long-term sustainable persistent systems as it increases engagement at all organizational levels. However, a gamified system generates a series of events, decisions, and interactions from the users that need to be monitored and captured for analysis. Therefore, those systems require an infrastructure capable of tracking multiple variables over time, identifying the cause-and-effect relationships between events, and analyzing the captured data to evaluate their processes engagement. This work presents a data provenance approach for modeling gamification business systems, which allows tracking, managing, and visualizing provenance data from a gamified event. We evaluated our model in a real context with our partner company, and the results provide the necessary basis to be further implemented. Therefore, project managers can visualize provenance data from a gamified activity, analyze employees’ actions, and identify needs that lead to successful or unsuccessful outcomes.
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The authors are grateful to the team of the partner company GestQual. M.M.T. is a Ph.D. student supported by DAI-CNPQ scholarship.
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Tizuka, M., Clua, E., Salgado, L., Kohwalter, T. (2021). Provenance in Gamification Business Systems. In: Baalsrud Hauge, J., C. S. Cardoso, J., Roque, L., Gonzalez-Calero, P.A. (eds) Entertainment Computing – ICEC 2021. ICEC 2021. Lecture Notes in Computer Science(), vol 13056. Springer, Cham. https://doi.org/10.1007/978-3-030-89394-1_21
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DOI: https://doi.org/10.1007/978-3-030-89394-1_21
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