Gamification in Work Teams: A Q Study on How Team Members Experience Gamification
Autor: | Stolte, Jerry, van Oortmerssen, Lise A., Albronda, Bé, Kiili, K., Antti, K., de Rosa, F., Dindar, M., Kickmeier-Rust, M., Bellotti, F. |
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Přispěvatelé: | Department of Organisation, RS-Research Line Innovation (part of LIRS program), RS-Research Program Learning and Innovation in Resilient systems (LIRS), Kiili, Kristian, Antti, Koskinen, de Rosa, Francesca, Dindar, Muhterem, Kickmeier-Rust, Michael, Bellotti, Francesco |
Jazyk: | angličtina |
Rok vydání: | 2022 |
Předmět: | |
Zdroj: | Games and Learning Alliance: 11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings, 279-287 STARTPAGE=279;ENDPAGE=287;TITLE=Games and Learning Alliance Lecture Notes in Computer Science ISBN: 9783031221231 Stolte, J, van Oortmerssen, L A & Albronda, B 2022, Gamification in Work Teams : A Q Study on How Team Members Experience Gamification . in K Kiili, K Antti, F de Rosa, M Dindar, M Kickmeier-Rust & F Bellotti (eds), Games and Learning Alliance : 11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings . Springer, Cham, Lecture Notes in Computer Science, vol. 13647, pp. 279-287, Games and learning Alliance conference, Tampere, Finland, 30/11/22 . https://doi.org/10.1007/978-3-031-22124-8_27 |
DOI: | 10.1007/978-3-031-22124-8_27 |
Popis: | Gamification relates to the application of game elements in a non-game context. Recently, the concept receives increasing acknowledgement as a tool for achieving motivational or behavioural goals. The effects of gamification in education, on an individual level, have been the topic of academic research for some time. However, until now, only few academic studies have addressed the implementation of gamification in teams in organizational contexts. Using Q methodology, this study combines quantitative and qualitative data to explore how team members experience gamification in work teams. The results show two main perspectives on gamification in organizational work teams. The first perspective, described as the eager team gamer, is predominantly positive. It reveals an experience of increased enjoyment, collaboration, creativity, and productiveness among team members. The second perspective, labelled as the critical player, is much more demanding. It acknowledges the potential positive influences of gamification in certain contexts, but feels strongly about possible inappropriateness in serious tasks or environments, and is adverse towards competitive elements. The results of this Q study add to our understanding of how and why team members in organizations may variously perceive gamification of team tasks. |
Databáze: | OpenAIRE |
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