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Conceptualising Gamification Risks to Teamwork within Enterprise

机译:将游戏化风险概念化到企业内部的团队合作中

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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.
机译:企业游戏化是指使用技术辅助解决方案来提高或改变员工关于个人或集体目标和任务的态度,看法和行为。先前的研究表明,游戏化技术可能会给商业环境带来风险,不仅不能做出积极的改变,而且还会引起人们对道德,工作质量和工作场所幸福感的关注。尽管原则上已经认识到该问题,但仍需要澄清和具体化这些风险,其因素以及它们与游戏化动力学和力学的关系。在本文中,我们重点关注与企业内部团队合作有关的游戏化风险。为了解决这个问题,我们对两个大型企业在其工作场所进行游戏化进行了三个阶段的实证研究,其中包括两个月的观察和访谈研究。我们概述了各种风险缓解策略,并将其映射到游戏化风险的主要类型。通过完成这种概念化,我们为建模,检测和预测团队合作中的游戏化风险的方法铺平了道路,并提出了解决这些风险的设计实践和策略。

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