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Gamifying HPE Service Manager to Improve IT Service Desks' Knowledge Contribution

Published: 11 September 2017 Publication History

Abstract

Nowadays a common challenge is being confronted by IT service management in many companies, which is how to prompt IT service desks to continuously contribute and share knowledge to peers and organizations, transfer knowledge-centered IT service depending on individual experience to work from collective wisdom. Because sharing and reusing valuable knowledge can greatly shorten response time, provide high-quality service to customers and lower the overall cost of support by boosting productivity. Obviously, quick and good service will enhance customer satisfaction and build their trustworthiness to a company's brand image. As a result, it will increase a company's competitiveness, promote supplemental businesses, and bring new customers.
Therefore, we create an effective solution to motivate IT service desks to continuously generate, share, and improve quality of their knowledge which is used for assisting them to achieve desired customer service goals and enhance customer satisfaction by integrating gamification and persuasion as the incentive mechanisms into the existing system.

References

[1]
Gamification Wiki. http://badgeville.com/wiki/game_mechanics#usage
[2]
Ellen Langer: Mindfulness. Publisher: Da Capo Lifelong Books; 2 edition (14 Oct. 2014)
[3]
Christopher J. Bryan, Gregory M. Walton, Todd Rogers, and Carol S. Dweck (2011): Motivating voter turnout by invoking the self. Proceedings of the National Academy of Sciences of the United States of America, vol 108, no. 31, pp. 12653--12656

Cited By

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  • (2023)Continual Service Improvement: A Systematic Literature ReviewQuality of Information and Communications Technology10.1007/978-3-031-43703-8_3(30-44)Online publication date: 13-Sep-2023
  • (2022)Service Desk Onboarding Training EnvironmentActa Informatica Pragensia10.18267/j.aip.18811:2(265-284)Online publication date: 19-Aug-2022
  • (2021)GAME OF THRONES IN CLASS (EPISODE 2). ¿IMPROVING GAMIFICATION REDUCES AMOTIVATION AND INCREASES SERVICE QUALITY IN CLASS?Journal of Management and Business Education10.35564/jmbe.2021.00104:2(165-182)Online publication date: 6-May-2021
  • Show More Cited By

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cover image ACM Other conferences
SIMUTOOLS '17: Proceedings of the 10th EAI International Conference on Simulation Tools and Techniques
September 2017
152 pages
ISBN:9781450363884
DOI:10.1145/3173519
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 ACM 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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  • EAI: The European Alliance for Innovation

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 11 September 2017

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Author Tags

  1. HCI in business
  2. IT service management
  3. employee knowledge contribution
  4. enterprise software
  5. gamification
  6. knowledge management
  7. persuasion
  8. user behavior

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  • Research-article
  • Research
  • Refereed limited

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SIMUTOOLS '17

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Overall Acceptance Rate 20 of 73 submissions, 27%

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Cited By

View all
  • (2023)Continual Service Improvement: A Systematic Literature ReviewQuality of Information and Communications Technology10.1007/978-3-031-43703-8_3(30-44)Online publication date: 13-Sep-2023
  • (2022)Service Desk Onboarding Training EnvironmentActa Informatica Pragensia10.18267/j.aip.18811:2(265-284)Online publication date: 19-Aug-2022
  • (2021)GAME OF THRONES IN CLASS (EPISODE 2). ¿IMPROVING GAMIFICATION REDUCES AMOTIVATION AND INCREASES SERVICE QUALITY IN CLASS?Journal of Management and Business Education10.35564/jmbe.2021.00104:2(165-182)Online publication date: 6-May-2021
  • (2020)GAME OF THRONES IN CLASS. EFFECT OF GAMIFICATION ON AMOTIVATION AND PERCEIVED QUALITYJournal of Management and Business Education10.35564/jmbe.2020.00063:1(72-89)Online publication date: 1-Apr-2020
  • (2019)Knowledge Management System Design using Gamification: A Case study of the e-Government Laboratory, Universitas Indonesia2019 International Conference on Computer, Information and Telecommunication Systems (CITS)10.1109/CITS.2019.8862040(1-5)Online publication date: Aug-2019

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