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Work and Play: An Experiment in Enterprise Gamification

Published: 27 February 2016 Publication History

Abstract

In recent years, gamification, “the use of game design elements in non-game contexts”, has drawn the attention of an increasing number of scientists. Although several studies highlighted the benefits of gamification in many applications, its potential in the \emph{enterprise} environment still needs to be fully understood.
This work contributes to the studies in enterprise gamification with an experiment performed at a large multinational company. The experiment involved 206 employees for a period of 2 months. We describe a modular and extensible framework for enterprise gamification, designed to seamlessly integrate with existing enterprise-class Web systems. We studied how a gamified tool can help to foster employees' engagement with such systems, by making day-to-day tasks more stimulating.
We show how different game mechanics can help to achieve two business needs, namely social interaction and learning. To this end, we exploited the gamification framework to develop a Q&A Web application combined with learning, news sharing, and social connections capabilities. Results provide strong evidence of how a gamified experience can foster learning and social behaviour in employees, and provide new insights about the effectiveness of several game mechanics in an enterprise context.

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  • (2024)A Preliminary Investigation of the Relationship Between Gamification and Organizational Socialization Outcomes: Does Gamification Live Up to Its Expectations?Sage Open10.1177/2158244023121652414:1Online publication date: 14-Feb-2024
  • (2024)Virtual Reality Therapy Model for Treatment of Mental Disorders Associated with Gender-Based ViolenceExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3647963(1-9)Online publication date: 11-May-2024
  • (2024)MeriCOIN: Enhancing Motivation and Continuous Learning in Computer Engineering Students through 3D Printed Rewards2024 IEEE Frontiers in Education Conference (FIE)10.1109/FIE61694.2024.10893548(1-6)Online publication date: 13-Oct-2024
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cover image ACM Conferences
CSCW '16: Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing
February 2016
1866 pages
ISBN:9781450335928
DOI:10.1145/2818048
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 27 February 2016

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Author Tags

  1. Enterprise
  2. Gamification
  3. Learning
  4. Social Behaviour

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CSCW '16
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CSCW '16: Computer Supported Cooperative Work and Social Computing
February 27 - March 2, 2016
California, San Francisco, USA

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CSCW '16 Paper Acceptance Rate 142 of 571 submissions, 25%;
Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

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Cited By

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  • (2024)A Preliminary Investigation of the Relationship Between Gamification and Organizational Socialization Outcomes: Does Gamification Live Up to Its Expectations?Sage Open10.1177/2158244023121652414:1Online publication date: 14-Feb-2024
  • (2024)Virtual Reality Therapy Model for Treatment of Mental Disorders Associated with Gender-Based ViolenceExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3647963(1-9)Online publication date: 11-May-2024
  • (2024)MeriCOIN: Enhancing Motivation and Continuous Learning in Computer Engineering Students through 3D Printed Rewards2024 IEEE Frontiers in Education Conference (FIE)10.1109/FIE61694.2024.10893548(1-6)Online publication date: 13-Oct-2024
  • (2023)Can Gamification Make Driving Styles More Sustainable? A Real-World Pilot StudyProceedings of the 2023 ACM Conference on Information Technology for Social Good10.1145/3582515.3609550(315-323)Online publication date: 6-Sep-2023
  • (2023)Experience matters: The mediating role of gameful experience in the relationship between gamified competition and perceived innovation cultureCreativity and Innovation Management10.1111/caim.12572Online publication date: 30-Aug-2023
  • (2023)How Does Constructive Feedback in an Educational Game Sound to Children?International Journal of Child-Computer Interaction10.1016/j.ijcci.2023.10058136:COnline publication date: 1-Jun-2023
  • (2023)Adverse effects of using gamification elements in online communities: a scoping reviewInformation Systems and e-Business Management10.1007/s10257-023-00629-zOnline publication date: 8-Mar-2023
  • (2023)Gamification in Organizational Contexts: A Systematic Literature ReviewHCI in Business, Government and Organizations10.1007/978-3-031-35969-9_23(331-352)Online publication date: 17-Jul-2023
  • (2022)A nagy szabadulás? Csapatépítő megoldások a covid-19 járvány alattVezetéstudomány / Budapest Management Review10.14267/VEZTUD.2022.12.02(18-29)Online publication date: 16-Dec-2022
  • (2022)Responsible innovation at work: gamification, public engagement, and privacy by designJournal of Responsible Innovation10.1080/23299460.2022.20769859:3(315-343)Online publication date: 24-Jun-2022
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