Gamification For Organizations

  • Tuana İrkey
Keywords: gamification, job process, business application, motivation

Abstract

Nowadays, organizations are challenged by globalization and technological developments and in order to overcome these challenges it is necessary to improve their processes internally and externally by increasing engagement and motivation. Gamification applications could help organizations in this manner. Gamification is basically the implementation of game design elements and game principles in non-game contexts. Companies can also apply game elements they choose to their business processes and/or software to achieve their strategic goals in line with the needs and requests of target audiences. Thus, a literature review conducted to make sure the gamification is implemented systematically, and the steps, methods and models proposed for the design of gamification has been examined.

References

Aparicio, A. F., Vela, F. L., Sánchez, J. L., ve Montes, J. L. (2012). Analysis and application of gamification. Proceedings of the 13th International Conference on Interacción Persona-Ordenador - INTERACCION 12. doi:10.1145/2379636.2379653
Boer, J. D., Geerts, A., ve Adriani, P. (2013). Game Maturity Model. Compact,4. Retrieved February 20, 2019, from https://www.compact.nl/en/articles/game-maturity-model/.
Fuchs, M., Fizek, S., Ruffino, P., ve Schrape, N. (Eds.). (2014). Rethinking gamification. Lüneburg: Meson Press.
Gamification. (n.d.). Erişim Tarihi Mart 5, 2019, https://trends.google.com/ . Wordwide, 2004-present
Gatautis, R., Vitkauskaite, E., Gadeikiene, A., ve Piligrimiene, Z. (2016). Gamification as a Mean of Driving Online Consumer Behaviour: SOR Model Perspective. Inzinerine Ekonomika-Engineering Economics,27(1), 90-97. doi:10.5755/j01.ee.27.1.13198
Heilbrunn B., Herzig P., Schill A. (2017) Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designs. Editör: Stieglitz S., Lattemann C., Robra-Bissantz S., Zarnekow R., Brockmann T. (eds) Gamification. Progress in IS. Springer, Cham. doi: 10.1007/978-3-319-45557-0_3
Heilbrunn B., Herzig P., Schill A. (2014). Tools for Gamification Analytics: A Survey. 2014 IEEE/ACM 7th International Conference on Utility and Cloud Computing, 603-608.
Karimi, K., ve Nickpayam, J. (2017). Gamification from the Viewpoint of Motivational Theory. Italian Journal of Science & Engineering,1(1), 34. doi:10.28991/esj-2017-01114
Klevers M., Sailer M., Günthner W.A. (2016) Implementation Model for the Gamification of Business Processes: A Study from the Field of Material Handling. Editör: Kaneda T., Kanegae H., Toyoda Y., Rizzi P. (eds) Simulation and Gaming in the Network Society. Translational Systems Sciences, vol 9. Springer, Singapore.
Maan, J. (2013). Social Business Transformation through Gamification. International Journal of Managing Information Technology,5(6), 9-16. doi:10.5121/ijmit.2013.5302
Reiners, T., ve Wood, L. C. (Eds.). (2016). Gamification in education and business. Springer International Pu. doi:10.1007/978-3-319-10208-5
Robson, K., Plangger, K., Kietzmann, J. H., Mccarthy, I., ve Pitt, L. (2016). Game on: Engaging customers and employees through gamification. Business Horizons,59(1), 29-36. doi:10.1016/j.bushor.2015.08.002
Robson, K., Plangger, K., Kietzmann, J. H., Mccarthy, I., ve Pitt, L. (2015) It All a Game? Understanding the Principles of Gamification. Business Horizons, Vol. 58, No. 4, 2015. Erişim Tarihi: Şubat 20, 2019, SSRN: https://ssrn.com/abstract=2635587
Ruhi, U. (2015). Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification. Technology Innovation Management Review,5(8), 5-16. doi:10.22215/timreview/918
Thornton, D. (2014). Gamification of Information Systems and Security Training: Issues and Case Studies. Information Security Education Journal,1(1). Erişim Tarihi: Şubat 20, 2019, https://www.semanticscholar.org/.
Werbach, K. ve Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
Wiegand, T. ve Stieglitz, S., (2014). Serious fun - effects of gamification on knowledge exchange in enterprises. In: Plödereder, E., Grunske, L., Schneider, E. & Ull, D. ,Informatik 2014. Bonn: Gesellschaft für Informatik (S. 321-332).
Published
2019-12-31
Section
Makaleler