Skip to main content
Erschienen in: Information Systems Frontiers 6/2016

01.12.2016

A system framework for gamified Cost Engineering

verfasst von: Eric Zimmerling, Patrick J. Höflinger, Philipp G. Sandner, Isabell M. Welpe

Erschienen in: Information Systems Frontiers | Ausgabe 6/2016

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This study develops a system framework and an enterprise IT solution for integrating gamification elements to efficiently implement and continuously perform Cost Engineering. Cost Engineering is a systematic approach to manage knowledge and competencies regarding costs reduction measures throughout the life cycle of products and is technology, resource and time intensive. Gamification as a non-monetary multidimensional incentive system holds great potential to implement and establish Cost Engineering in a novel and less resource demanding manner and stipulate knowledge sharing and dissemination. Building on a review of the relevant literature we conducted 20 interviews with experts from eight companies of the German and Austrian high-tech manufacturing industry to examine the system requirements from an organizational perspective. Analyzing the interviews, we found that companies need a flexible platform where the game elements help to align management objectives with concrete tasks, meet legislative regulations and have different evaluation methods. Our proposed system framework combines the organizational and IT requirements with gamification elements to efficiently steer Cost Engineering methods and best manage knowledge and competencies.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Anhänge
Nur mit Berechtigung zugänglich
Fußnoten
1
The platform can be accessed via www.​spielifizierung.​com.
 
Literatur
Zurück zum Zitat Abt, C. C. (1987). Serious games. Lanham, USA: University Press of America. Abt, C. C. (1987). Serious games. Lanham, USA: University Press of America.
Zurück zum Zitat Amabile, T. M. (1997). Motivating creativity in orgnaizations: in doing what you love and loving what you Do. California Management Review, 40(1), 38–58.CrossRef Amabile, T. M. (1997). Motivating creativity in orgnaizations: in doing what you love and loving what you Do. California Management Review, 40(1), 38–58.CrossRef
Zurück zum Zitat Amabile, T. M., Hill, K. G., Hennessey, B. A., & Tighe, E. M. (1994). The work preference inventory: assessing intrinsic and extrinsic motivational orientations. Journal of Personality and Social Psychology, 66(5), 950–967.CrossRef Amabile, T. M., Hill, K. G., Hennessey, B. A., & Tighe, E. M. (1994). The work preference inventory: assessing intrinsic and extrinsic motivational orientations. Journal of Personality and Social Psychology, 66(5), 950–967.CrossRef
Zurück zum Zitat Anja Leist-Villis, A. L. (2004). Zweisprachigkeit im Kontext sozialer Netzwerke (vol. 15, ). Münster: Waxmann. Anja Leist-Villis, A. L. (2004). Zweisprachigkeit im Kontext sozialer Netzwerke (vol. 15, ). Münster: Waxmann.
Zurück zum Zitat Arnold, H. J. (1976). Effects of performance feedback and extrinsic reward upon high intrinsic motivation. Organizational Behavior and Human Performance, 17(2), 275–288.CrossRef Arnold, H. J. (1976). Effects of performance feedback and extrinsic reward upon high intrinsic motivation. Organizational Behavior and Human Performance, 17(2), 275–288.CrossRef
Zurück zum Zitat Bajdor, P., & Dragolea, L. (2011). The gamification as a tool to improve risk management in the enterprise. Annales Universitatis Apulensis: Series Oeconomica, 13(2), 574–583. Bajdor, P., & Dragolea, L. (2011). The gamification as a tool to improve risk management in the enterprise. Annales Universitatis Apulensis: Series Oeconomica, 13(2), 574–583.
Zurück zum Zitat Baumann, O., & Stieglitz, N. (2014). Rewarding value-creating ideas in organizations: the power of low-powered incentives. Strategic Management Journal, 35(3), 358–375. doi:10.1002/smj.2093.CrossRef Baumann, O., & Stieglitz, N. (2014). Rewarding value-creating ideas in organizations: the power of low-powered incentives. Strategic Management Journal, 35(3), 358–375. doi:10.​1002/​smj.​2093.CrossRef
Zurück zum Zitat Beer, M., & Cannon, M. D. (2004). Promise and peril in implementing pay-for-performance. Human Resource Management, 43(1), 3–20.CrossRef Beer, M., & Cannon, M. D. (2004). Promise and peril in implementing pay-for-performance. Human Resource Management, 43(1), 3–20.CrossRef
Zurück zum Zitat Besley, T., & Ghatak, M. (2008). Status incentives. The American Economic Review, 98(2), 206–211.CrossRef Besley, T., & Ghatak, M. (2008). Status incentives. The American Economic Review, 98(2), 206–211.CrossRef
Zurück zum Zitat Bukowitz, W. R., & Williams, R. L. (2000). The knowledge management fieldbook: Financial times/prentice hall. Bukowitz, W. R., & Williams, R. L. (2000). The knowledge management fieldbook: Financial times/prentice hall.
Zurück zum Zitat Cheong, C., Cheong, F., & Filippou, J. (2013). Quick Quiz: A Gamified Approach for Enhancing Learning. Jeju Island, Korea: In Pacific Asia Conference on Information Systems. Cheong, C., Cheong, F., & Filippou, J. (2013). Quick Quiz: A Gamified Approach for Enhancing Learning. Jeju Island, Korea: In Pacific Asia Conference on Information Systems.
Zurück zum Zitat Coenenberg, A. G., Fischer, T. M., & Günther, T. (2009). Kostenrechnung und Kostenanalyse (7ed.). Stuttgart: Schäffer-Poeschel Verlag. Coenenberg, A. G., Fischer, T. M., & Günther, T. (2009). Kostenrechnung und Kostenanalyse (7ed.). Stuttgart: Schäffer-Poeschel Verlag.
Zurück zum Zitat Contractor, F. J., & Lorange, P. (2002). The growth of alliances in the knowledge-based economy. International Business Review, 11(4), 485–502.CrossRef Contractor, F. J., & Lorange, P. (2002). The growth of alliances in the knowledge-based economy. International Business Review, 11(4), 485–502.CrossRef
Zurück zum Zitat Csikszentmihalyi, M. (2000). Beyond boredom and anxiety: Experiencing flow in work and play. San Francisco: Jossey-Bass. Csikszentmihalyi, M. (2000). Beyond boredom and anxiety: Experiencing flow in work and play. San Francisco: Jossey-Bass.
Zurück zum Zitat Cunningham, C., & Zichermann, G. (2011). Gamification by design: Implementing game mechanics in Web and mobile apps. Sebastopol: O′Reilly Media. Cunningham, C., & Zichermann, G. (2011). Gamification by design: Implementing game mechanics in Web and mobile apps. Sebastopol: O′Reilly Media.
Zurück zum Zitat Deci, E. L. (1971). Effects of externally mediated rewards on intrinsic motivation. Journal of Personality and Social Psychology, 18(1), 105–115.CrossRef Deci, E. L. (1971). Effects of externally mediated rewards on intrinsic motivation. Journal of Personality and Social Psychology, 18(1), 105–115.CrossRef
Zurück zum Zitat Deci, E. L. (1972). Intrinsic motivation, extrinsic reinforcement, and inequity. Journal of Personality and Social Psychology, 22(1), 113–120.CrossRef Deci, E. L. (1972). Intrinsic motivation, extrinsic reinforcement, and inequity. Journal of Personality and Social Psychology, 22(1), 113–120.CrossRef
Zurück zum Zitat Deci, E. L., & Cascio, W. F. (1972). Changes in Intrinsic Motivation as a Function of Negative Feedback and Threats. Boston: In Eastern Psychological Association Meeting. Deci, E. L., & Cascio, W. F. (1972). Changes in Intrinsic Motivation as a Function of Negative Feedback and Threats. Boston: In Eastern Psychological Association Meeting.
Zurück zum Zitat Deci, E. L., & Ryan, R. M. (1980). The empirical exploration of intrinsic motivational processes. Advances in Experimental Social Psychology, 13(2), 39–80.CrossRef Deci, E. L., & Ryan, R. M. (1980). The empirical exploration of intrinsic motivational processes. Advances in Experimental Social Psychology, 13(2), 39–80.CrossRef
Zurück zum Zitat Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum Press.CrossRef Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum Press.CrossRef
Zurück zum Zitat Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.CrossRef Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.CrossRef
Zurück zum Zitat Deterding, S. (2011). Situated Motivational Affordances of Game Elements: A Conceptual Model. Vancouver: Paper presented at the CHI 2011 Gamification Workshop. Deterding, S. (2011). Situated Motivational Affordances of Game Elements: A Conceptual Model. Vancouver: Paper presented at the CHI 2011 Gamification Workshop.
Zurück zum Zitat Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011a). From Game Design Elements to Gamefulness: Defining “Gamification”. Tampere, Finland: In 15th International Academic MindTrek Conference: Envisioning Future Media Environments.CrossRef Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011a). From Game Design Elements to Gamefulness: Defining “Gamification”. Tampere, Finland: In 15th International Academic MindTrek Conference: Envisioning Future Media Environments.CrossRef
Zurück zum Zitat Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011b). Gamification: Toward a Definition. Paper presented at the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts, Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011b). Gamification: Toward a Definition. Paper presented at the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts,
Zurück zum Zitat Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L.,., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: practical implications and outcomes. Computers & Education, 63(April 2013), 380–392. doi:10.1016/j.compedu.2012.12.020.CrossRef Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L.,., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: practical implications and outcomes. Computers & Education, 63(April 2013), 380–392. doi:10.​1016/​j.​compedu.​2012.​12.​020.CrossRef
Zurück zum Zitat Ehrlenspiel, K., Kiewert, A., & Lindemann, U. (2007). Kostengünstig entwickeln und konstruieren (5ed.). Heidelberg: Springer. Ehrlenspiel, K., Kiewert, A., & Lindemann, U. (2007). Kostengünstig entwickeln und konstruieren (5ed.). Heidelberg: Springer.
Zurück zum Zitat Eisenhardt, K. M. (1989). Building theories from case study research. Academy of Management Review, 14(4), 532–550. Eisenhardt, K. M. (1989). Building theories from case study research. Academy of Management Review, 14(4), 532–550.
Zurück zum Zitat Eisenhardt, K. M., & Graebner, M. E. (2007). Theory building from cases: opportunities and challenges. Academy of Management Journal, 50(1), 25–32.CrossRef Eisenhardt, K. M., & Graebner, M. E. (2007). Theory building from cases: opportunities and challenges. Academy of Management Journal, 50(1), 25–32.CrossRef
Zurück zum Zitat Fisher, C. D. (1978). The effects of personal control, competence, and extrinsic reward systems on intrinsic motivation. Organizational Behavior and Human Performance, 21(3), 273–288.CrossRef Fisher, C. D. (1978). The effects of personal control, competence, and extrinsic reward systems on intrinsic motivation. Organizational Behavior and Human Performance, 21(3), 273–288.CrossRef
Zurück zum Zitat Foray, D., & Lundvall, B. (1998). The knowledge-based economy: from the economics of knowledge to the learning economy. The Economic impact of Knowledge, 115-121. Foray, D., & Lundvall, B. (1998). The knowledge-based economy: from the economics of knowledge to the learning economy. The Economic impact of Knowledge, 115-121.
Zurück zum Zitat Gears, D., & Braun, K. (2013). Gamification in Business: Designing Motivating Solutions to Problem Situations. Paris: In CHI 2013 Changing Perspectives. Gears, D., & Braun, K. (2013). Gamification in Business: Designing Motivating Solutions to Problem Situations. Paris: In CHI 2013 Changing Perspectives.
Zurück zum Zitat Goasduff, L., & Pettey, C. (2011). Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. Goasduff, L., & Pettey, C. (2011). Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes.
Zurück zum Zitat Grant, R. M. (1996). Prospering in dynamically-competitive environments: organizational capability as knowledge integration. Organization Science, 7(4), 375–387.CrossRef Grant, R. M. (1996). Prospering in dynamically-competitive environments: organizational capability as knowledge integration. Organization Science, 7(4), 375–387.CrossRef
Zurück zum Zitat Groh, F. (2012). Gamification: State of the Art Definition and Utilization. Ulm,: Paper presented at the 4th Seminar on Research Trends in Media Informatics. Groh, F. (2012). Gamification: State of the Art Definition and Utilization. Ulm,: Paper presented at the 4th Seminar on Research Trends in Media Informatics.
Zurück zum Zitat Gubler, T., Larkin, I., & Pierce, L. (2013). The Dirty Laundry of Employee Award Programs: Evidence from the Field. Harvard Business School NOM Unit Working Paper. Gubler, T., Larkin, I., & Pierce, L. (2013). The Dirty Laundry of Employee Award Programs: Evidence from the Field. Harvard Business School NOM Unit Working Paper.
Zurück zum Zitat Güldenberg, S. (1998). Wissensmanagement und Wissenscontrolling in lernenden Organisationen: Ein systemtheoretischer ansatz (4ed (vol. 2), ). Wiesbaden: Deutscher Universitätsverlag. Güldenberg, S. (1998). Wissensmanagement und Wissenscontrolling in lernenden Organisationen: Ein systemtheoretischer ansatz (4ed (vol. 2), ). Wiesbaden: Deutscher Universitätsverlag.
Zurück zum Zitat Gupta, B., Iyer, L. S., & Aronson, J. E. (2000). Knowledge management: practices and challenges. Industrial Management & Data Systems, 100(1), 17–21.CrossRef Gupta, B., Iyer, L. S., & Aronson, J. E. (2000). Knowledge management: practices and challenges. Industrial Management & Data Systems, 100(1), 17–21.CrossRef
Zurück zum Zitat Hakulinen, L., Auvinen, T., & Korhonen, A. Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment. In Learning and Teaching in Computing and Engineering (LaTiCE), 2013, 21–24 March 2013 2013 (pp. 47–54). doi:10.1109/LaTiCE.2013.34. Hakulinen, L., Auvinen, T., & Korhonen, A. Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment. In Learning and Teaching in Computing and Engineering (LaTiCE), 2013, 21–24 March 2013 2013 (pp. 47–54). doi:10.1109/LaTiCE.2013.34.
Zurück zum Zitat Hamari, J. (2013). Transforming homo economicus into homo ludens: a field experiment on gamification in a utilitarian peer-to-Peer trading Service. Electronic Commerce Research and Applications, 12(4), 236–245. doi:10.1016/j.elerap.2013.01.004.CrossRef Hamari, J. (2013). Transforming homo economicus into homo ludens: a field experiment on gamification in a utilitarian peer-to-Peer trading Service. Electronic Commerce Research and Applications, 12(4), 236–245. doi:10.​1016/​j.​elerap.​2013.​01.​004.CrossRef
Zurück zum Zitat Hamari, J., & Koivisto, J. (2013). Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise. Utrecht, Netherlands: In Proceedings of the 21st European Conference on Information Systems. Hamari, J., & Koivisto, J. (2013). Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise. Utrecht, Netherlands: In Proceedings of the 21st European Conference on Information Systems.
Zurück zum Zitat Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. Paper presented at the System Sciences (HICSS), 2014 47th Hawaii International Conference on, Hawaii, Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. Paper presented at the System Sciences (HICSS), 2014 47th Hawaii International Conference on, Hawaii,
Zurück zum Zitat Haunerdinger, M., & Probst, H.-J. (2005). Kosten senken: Checklisten, Rechner, Methoden. Freiburg: Haufe-Mediengruppe. Haunerdinger, M., & Probst, H.-J. (2005). Kosten senken: Checklisten, Rechner, Methoden. Freiburg: Haufe-Mediengruppe.
Zurück zum Zitat Heady, R., Maples, G., & Greco, A. (2005). Cost engineering for small businesses. AACE International Transactions, 04, 01–04.05. Heady, R., Maples, G., & Greco, A. (2005). Cost engineering for small businesses. AACE International Transactions, 04, 01–04.05.
Zurück zum Zitat Holmstrom, B., & Milgrom, P. (1994). The firm as an incentive system. The American Economic Review, 84(4), 972–991. Holmstrom, B., & Milgrom, P. (1994). The firm as an incentive system. The American Economic Review, 84(4), 972–991.
Zurück zum Zitat Humphreys, M. S., & Revelle, W. (1984). Personality, motivation, and performance: a theory of the rerlationship between individual differences and information processing. Psychological Review, 91(2), 153–184.CrossRef Humphreys, M. S., & Revelle, W. (1984). Personality, motivation, and performance: a theory of the rerlationship between individual differences and information processing. Psychological Review, 91(2), 153–184.CrossRef
Zurück zum Zitat Hunicke, R., LeBlanc, M., & Zubek, R. MDA: A Formal Approach to Game Design and Game Research. In Proceedings of the AAAI-04 Workshop on Challenges in Game AI, San Jose, CA, 2004 (pp. 1–5). doi:citeulike-article-id:7399560. Hunicke, R., LeBlanc, M., & Zubek, R. MDA: A Formal Approach to Game Design and Game Research. In Proceedings of the AAAI-04 Workshop on Challenges in Game AI, San Jose, CA, 2004 (pp. 1–5). doi:citeulike-article-id:7399560.
Zurück zum Zitat Hussain, F., Lucas, C., & Ali, M. (2004). Managing knowledge effectively. Journal of Knowledge Management Practice, 5(1), 1–12. Hussain, F., Lucas, C., & Ali, M. (2004). Managing knowledge effectively. Journal of Knowledge Management Practice, 5(1), 1–12.
Zurück zum Zitat Hustad, E., & Munkvold, B. E. (2005). IT-supported competence management: a case study at Ericsson. Information Systems Management, 22(2), 78–88.CrossRef Hustad, E., & Munkvold, B. E. (2005). IT-supported competence management: a case study at Ericsson. Information Systems Management, 22(2), 78–88.CrossRef
Zurück zum Zitat Ibanez, M.-B., DI Serio, Á., & Delgado Kloos, C. (2014). Gamification for Engaging Computer Science Students in Learning Activities: A Case Study. IEEE Transactions on Learning Technologies, PP(99), 1–1. doi:10.1109/TLT.2014.2329293. Ibanez, M.-B., DI Serio, Á., & Delgado Kloos, C. (2014). Gamification for Engaging Computer Science Students in Learning Activities: A Case Study. IEEE Transactions on Learning Technologies, PP(99), 1–1. doi:10.​1109/​TLT.​2014.​2329293.
Zurück zum Zitat International, S. G. (2013). Chaos manifesto 2013- think big, act small. International, S. G. (2013). Chaos manifesto 2013- think big, act small.
Zurück zum Zitat Justiz, B. D. (2009). Bundesdatenschutzgesetz. In B. D. Justiz (Ed.). Berlin. Justiz, B. D. (2009). Bundesdatenschutzgesetz. In B. D. Justiz (Ed.). Berlin.
Zurück zum Zitat Justiz, B. D. (2013). Betriebsverfassungsrecht. In B. D. Justiz (Ed.). Berlin. Justiz, B. D. (2013). Betriebsverfassungsrecht. In B. D. Justiz (Ed.). Berlin.
Zurück zum Zitat Kehr, H. M. (2004). Integrating implicit motives, explicit motives, and perceived abilities: the compensatory model of work motivation and volition. Academy of Management Review, 29(3), 479–499. Kehr, H. M. (2004). Integrating implicit motives, explicit motives, and perceived abilities: the compensatory model of work motivation and volition. Academy of Management Review, 29(3), 479–499.
Zurück zum Zitat Koch, M., & Richter, A. (2009). Enterprise 2.0: Planung, Einführung und erfolgreicher Einsatz von Social Software in Unternehmen. Munich: Oldenbourg Verlag. Koch, M., & Richter, A. (2009). Enterprise 2.0: Planung, Einführung und erfolgreicher Einsatz von Social Software in Unternehmen. Munich: Oldenbourg Verlag.
Zurück zum Zitat Kumar, J., & Herger, M. (2013). Gamification at work: Designing engaging business software. Aarhus, Denmark: Interaction Design Foundation.CrossRef Kumar, J., & Herger, M. (2013). Gamification at work: Designing engaging business software. Aarhus, Denmark: Interaction Design Foundation.CrossRef
Zurück zum Zitat Lauven, L., Wiedenmann, S., & Geldermann, J. (2010). Lebenszykluskosten als Entscheidungshilfe beim Erwerb von Werzeugmaschinen. Göttingen: Univ., Wirtschaftswiss. Fak. Lauven, L., Wiedenmann, S., & Geldermann, J. (2010). Lebenszykluskosten als Entscheidungshilfe beim Erwerb von Werzeugmaschinen. Göttingen: Univ., Wirtschaftswiss. Fak.
Zurück zum Zitat Lepper, M. R., & Henderlong, J. (2000). Turning” Play” iNto” Work” and” Work” into” Play”: 25 Years of Research on Intrinsic Versus Extrinsic Motivation. In C. SANSONE, & J. M. HARACKIEWICZ (Eds.), Intrinsic and Extrinsic Motivation: The Search for Optimal Motivation and Performance (Vol. XIX, pp. 257–307). San Diego, CA,: Academic Press. Lepper, M. R., & Henderlong, J. (2000). Turning” Play” iNto” Work” and” Work” into” Play”: 25 Years of Research on Intrinsic Versus Extrinsic Motivation. In C. SANSONE, & J. M. HARACKIEWICZ (Eds.), Intrinsic and Extrinsic Motivation: The Search for Optimal Motivation and Performance (Vol. XIX, pp. 257–307). San Diego, CA,: Academic Press.
Zurück zum Zitat Lev, B. (2000). Intangibles: Management, measurement, and reporting: Brookings institution press. Lev, B. (2000). Intangibles: Management, measurement, and reporting: Brookings institution press.
Zurück zum Zitat Litchfield, R. C., & Gilson, L. L. (2013). Curating collections of ideas: museum as metaphor in the management of creativity. Industrial Marketing Management, 42(1), 106–112.CrossRef Litchfield, R. C., & Gilson, L. L. (2013). Curating collections of ideas: museum as metaphor in the management of creativity. Industrial Marketing Management, 42(1), 106–112.CrossRef
Zurück zum Zitat Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: a 35-year odyssey. American Psychologist, 57(9), 705.CrossRef Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: a 35-year odyssey. American Psychologist, 57(9), 705.CrossRef
Zurück zum Zitat Makanawala, P., Godara, J., Goldwasser, E., & Le, H. (2013). Applying Gamification in Customer Service Application to Improve Agents’ Efficiency and Satisfaction. In A. Marcus (Ed.), Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience (vol. 8013, pp. 548–557). Springer Berlin Heidelberg: Lecture Notes in Computer Science.CrossRef Makanawala, P., Godara, J., Goldwasser, E., & Le, H. (2013). Applying Gamification in Customer Service Application to Improve Agents’ Efficiency and Satisfaction. In A. Marcus (Ed.), Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience (vol. 8013, pp. 548–557). Springer Berlin Heidelberg: Lecture Notes in Computer Science.CrossRef
Zurück zum Zitat McElroy, M. W. (2003). The new knowledge management: Complexity, learning, and sustainable innovation: Routledge. McElroy, M. W. (2003). The new knowledge management: Complexity, learning, and sustainable innovation: Routledge.
Zurück zum Zitat McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Group US. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Group US.
Zurück zum Zitat Mills, J., & Bourne, M. (2002). Strategy and performance: competing through competences (vol. 2, ). Cambridge: University Press.CrossRef Mills, J., & Bourne, M. (2002). Strategy and performance: competing through competences (vol. 2, ). Cambridge: University Press.CrossRef
Zurück zum Zitat Moradian, A., Nasir, M., Lyons, K., Leung, R., & Elliott Sim, S. (2014). Gamification of Collaborative Idea Generation and Convergence. Toronto: Paper presented at the Proceedings of the extended abstracts of the 32nd annual ACM conference on Human factors in computing systems.CrossRef Moradian, A., Nasir, M., Lyons, K., Leung, R., & Elliott Sim, S. (2014). Gamification of Collaborative Idea Generation and Convergence. Toronto: Paper presented at the Proceedings of the extended abstracts of the 32nd annual ACM conference on Human factors in computing systems.CrossRef
Zurück zum Zitat Müller-Birn, C., & Gronau, N. (2007). Analyse sozialer Netzwerke und Social Software - Grundlagen und Anwendungsbeispiele. Berlin: GITO. Müller-Birn, C., & Gronau, N. (2007). Analyse sozialer Netzwerke und Social Software - Grundlagen und Anwendungsbeispiele. Berlin: GITO.
Zurück zum Zitat Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Pittsburgh: Paper presented at the Games + Learning + Society 8.0. Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Pittsburgh: Paper presented at the Games + Learning + Society 8.0.
Zurück zum Zitat Noll Webb, E., & Cantu, A. (2013). Building Internal Enthusiasm for Gamification in Your Organization. In M. Kurosu (Ed.), 15th International Conference on Human–Computer Interaction (pp. 316–321). Las Vegas, Nevada: Springer. Noll Webb, E., & Cantu, A. (2013). Building Internal Enthusiasm for Gamification in Your Organization. In M. Kurosu (Ed.), 15th International Conference on Human–Computer Interaction (pp. 316–321). Las Vegas, Nevada: Springer.
Zurück zum Zitat North, K. (2005). Wissensorientierte Unternehmensführung (vol. 5, ). Wiesbaden: Gabler Verlag.CrossRef North, K. (2005). Wissensorientierte Unternehmensführung (vol. 5, ). Wiesbaden: Gabler Verlag.CrossRef
Zurück zum Zitat Pavlas, D. (2010). A Model of Flow and Play in Game-based Learning: The Impact of Game Characteristics, Player Traits, and Player States (vol. 226, ). Florida.: University of Central. Pavlas, D. (2010). A Model of Flow and Play in Game-based Learning: The Impact of Game Characteristics, Player Traits, and Player States (vol. 226, ). Florida.: University of Central.
Zurück zum Zitat Rajkumar, R., & Jose, R. (2005). Virtual Cost Engineering Studio (V-CES): a Framework for Cost Engineering Services. Munich: In International Conference in Europe. Rajkumar, R., & Jose, R. (2005). Virtual Cost Engineering Studio (V-CES): a Framework for Cost Engineering Services. Munich: In International Conference in Europe.
Zurück zum Zitat Rosenberg, D. (2000). Complex information environments: issues in knowledge management and organizational learning. Emergence, A Journal of Complexity Issues in Organizations and Management, 2(4), 136–150. Rosenberg, D. (2000). Complex information environments: issues in knowledge management and organizational learning. Emergence, A Journal of Complexity Issues in Organizations and Management, 2(4), 136–150.
Zurück zum Zitat Rüggeberg, H., & Burmeister, K. (2008). Innovationsprozesse in kleinen und mittleren Unternehmen (Vol. In 41, working papers of the institute of management berlin at the berlin school of economics). Berlin: Fachhochsch. für Wirtschaft. Rüggeberg, H., & Burmeister, K. (2008). Innovationsprozesse in kleinen und mittleren Unternehmen (Vol. In 41, working papers of the institute of management berlin at the berlin school of economics). Berlin: Fachhochsch. für Wirtschaft.
Zurück zum Zitat Rughiniş, R. (2013). Work and Gameplay in the Transparent ‘Magic Circle’ of Gamification. In A. Marcus (Ed.), Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience (vol. 8013, pp. 577–586). Berlin Heidelberg: Lecture Notes in Computer Science): Springer.CrossRef Rughiniş, R. (2013). Work and Gameplay in the Transparent ‘Magic Circle’ of Gamification. In A. Marcus (Ed.), Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience (vol. 8013, pp. 577–586). Berlin Heidelberg: Lecture Notes in Computer Science): Springer.CrossRef
Zurück zum Zitat Ryan, P. K. (2011). Social networking. New York: The Rosen Publishing Group. Ryan, P. K. (2011). Social networking. New York: The Rosen Publishing Group.
Zurück zum Zitat Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: a self-determination theory approach. Motivation and Emotion, 30(4), 344–360.CrossRef Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: a self-determination theory approach. Motivation and Emotion, 30(4), 344–360.CrossRef
Zurück zum Zitat Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R., & Shapiro, A. (2011). Quest to learn: Developing the school for digital kids (the John D. and Catherine T. MacArthur foundation series on digital media and learning). Cambridge, Massachusetts: MIT Press. Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R., & Shapiro, A. (2011). Quest to learn: Developing the school for digital kids (the John D. and Catherine T. MacArthur foundation series on digital media and learning). Cambridge, Massachusetts: MIT Press.
Zurück zum Zitat Sanchez, R. (1995). Managing articulated knowledge in competence-based competition: University of Illinois at urbana-champaign. Sanchez, R. (1995). Managing articulated knowledge in competence-based competition: University of Illinois at urbana-champaign.
Zurück zum Zitat Sanchez, R. (1996). Strategic product creation: managing new interactions of technology, markets, and organizations. European Management Journal, 14(2), 121–138.CrossRef Sanchez, R. (1996). Strategic product creation: managing new interactions of technology, markets, and organizations. European Management Journal, 14(2), 121–138.CrossRef
Zurück zum Zitat Sanchez, R. (2004). Understanding competence-based management: identifying and managing five modes of competence. Journal of Business Research, 57(5), 518–532.CrossRef Sanchez, R. (2004). Understanding competence-based management: identifying and managing five modes of competence. Journal of Business Research, 57(5), 518–532.CrossRef
Zurück zum Zitat Saynisch, M. (2004). Neue Prozesse und IT-Systeme zur Produktentwicklung in dynamischen Märkten - Neue Projektgestaltungen im Projektmanagement und eine neue Generation von IT-Systemen. In A. Frick, G. Kerber, D. Lange, & R. Marré (Eds.), Konferenz zur Zukunft im Projektmanagement, Glashütte, Taunus. GPM-Verlag. Saynisch, M. (2004). Neue Prozesse und IT-Systeme zur Produktentwicklung in dynamischen Märkten - Neue Projektgestaltungen im Projektmanagement und eine neue Generation von IT-Systemen. In A. Frick, G. Kerber, D. Lange, & R. Marré (Eds.), Konferenz zur Zukunft im Projektmanagement, Glashütte, Taunus. GPM-Verlag.
Zurück zum Zitat Schacht, S., Morana, S., & Mädche, A. (2014). The project world-gamification in project knowledge management. Schacht, S., Morana, S., & Mädche, A. (2014). The project world-gamification in project knowledge management.
Zurück zum Zitat Schäppi, B., Andreasen, M. M., Kirchgeorg, M., & Radermacher, F. J. (2005). Handbuch Produktentwicklung. Munich: Hanser. Schäppi, B., Andreasen, M. M., Kirchgeorg, M., & Radermacher, F. J. (2005). Handbuch Produktentwicklung. Munich: Hanser.
Zurück zum Zitat Schindler, M., & Eppler, M. J. (2003). Harvesting project knowledge: a review of project learning methods and success factors. International Journal of Project Management, 21(3), 219–228.CrossRef Schindler, M., & Eppler, M. J. (2003). Harvesting project knowledge: a review of project learning methods and success factors. International Journal of Project Management, 21(3), 219–228.CrossRef
Zurück zum Zitat Schüppel, J. (1996). Wissensmanagement: Organisatorisches lernen im Spannungsfeld von Wissens- und Lernbarrieren. Wiesbaden: Gabler. Schüppel, J. (1996). Wissensmanagement: Organisatorisches lernen im Spannungsfeld von Wissens- und Lernbarrieren. Wiesbaden: Gabler.
Zurück zum Zitat Senge, P. M. (1991). The art and practice of the learning organization. Senge, P. M. (1991). The art and practice of the learning organization.
Zurück zum Zitat Shalley, C. E. (1995). Effects of coaction, expected evaluation, and goal setting on creativity and productivity. Academy of Management Journal, 38(2), 483–503.CrossRef Shalley, C. E. (1995). Effects of coaction, expected evaluation, and goal setting on creativity and productivity. Academy of Management Journal, 38(2), 483–503.CrossRef
Zurück zum Zitat Shaw, J. D., Duffy, M. K., Mitra, A., Lockhart, D. E., & Bowler, M. (2003). Reactions to merit pay increases: a longitudinal test of a signal sensitivity perspective. Journal of Applied Psychology, 88(3), 538.CrossRef Shaw, J. D., Duffy, M. K., Mitra, A., Lockhart, D. E., & Bowler, M. (2003). Reactions to merit pay increases: a longitudinal test of a signal sensitivity perspective. Journal of Applied Psychology, 88(3), 538.CrossRef
Zurück zum Zitat Stajkovic, A. D., & Luthans, F. (2003). Behavioral management and task performance in organizations: conceptual background, meta-analysis, and test of alternative models. Personnel Psychology, 56(1), 155–194.CrossRef Stajkovic, A. D., & Luthans, F. (2003). Behavioral management and task performance in organizations: conceptual background, meta-analysis, and test of alternative models. Personnel Psychology, 56(1), 155–194.CrossRef
Zurück zum Zitat Valacich, J. S., Jung, J., & Looney, C. A. (2006). The effects of individual cognitive ability and idea stimulation on idea-generation performance. Group Dynamics: Theory, Research, and Practice, 10(1), 1.CrossRef Valacich, J. S., Jung, J., & Looney, C. A. (2006). The effects of individual cognitive ability and idea stimulation on idea-generation performance. Group Dynamics: Theory, Research, and Practice, 10(1), 1.CrossRef
Zurück zum Zitat VAN Herpen, M., VAN Praag, C. M., & Cools, K. (2003). The Effects of Performance Measurement and Compensation on Motivation: An Empirical Study (vol. 48, ). Tinbergen Institute: Discussion Paper. VAN Herpen, M., VAN Praag, C. M., & Cools, K. (2003). The Effects of Performance Measurement and Compensation on Motivation: An Empirical Study (vol. 48, ). Tinbergen Institute: Discussion Paper.
Zurück zum Zitat VON Krogh, G. (2012). How does social software change knowledge management? Toward a strategic research agenda. The Journal of Strategic Information Systems, 21(2), 154–164.CrossRef VON Krogh, G. (2012). How does social software change knowledge management? Toward a strategic research agenda. The Journal of Strategic Information Systems, 21(2), 154–164.CrossRef
Zurück zum Zitat Walsh, J. P., & Ungson, G. R. (1991). Organizational memory. Academy of Management Review, 16(1), 57–91.CrossRef Walsh, J. P., & Ungson, G. R. (1991). Organizational memory. Academy of Management Review, 16(1), 57–91.CrossRef
Zurück zum Zitat Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
Zurück zum Zitat West, J., & Bogers, M. (2013). Leveraging external sources of innovation: a review of research on open innovation. Product Innovation Management, 31(4), 1–18. West, J., & Bogers, M. (2013). Leveraging external sources of innovation: a review of research on open innovation. Product Innovation Management, 31(4), 1–18.
Zurück zum Zitat Wiersma, U. J. (1992). The effects of extrinsic rewards in intrinsic motivation: a meta-analysis. Journal of Occupational and Organizational Psychology, 65(2), 101–114.CrossRef Wiersma, U. J. (1992). The effects of extrinsic rewards in intrinsic motivation: a meta-analysis. Journal of Occupational and Organizational Psychology, 65(2), 101–114.CrossRef
Zurück zum Zitat Wigg, K. (1993). Knowledge management foundations. Knowledge Management foundations. Wigg, K. (1993). Knowledge management foundations. Knowledge Management foundations.
Zurück zum Zitat Wildemann, H. (2012). Cost engineering Leitfaden zur Gestaltung von Produktkosten (1 (Auflage ed., ). Munich: TCW Transfer-Centrum GmbH & Co. KG. Wildemann, H. (2012). Cost engineering Leitfaden zur Gestaltung von Produktkosten (1 (Auflage ed., ). Munich: TCW Transfer-Centrum GmbH & Co. KG.
Zurück zum Zitat Xu, Y., Elgh, F., Erkoyuncu, J. A., Bankole, O., Goh, Y. M., Cheung, W. M., et al. (2012). Cost engineering for manufacturing: current and future research. [article]. International Journal of Computer Integrated Manufacturing, 25(4/5), 300–314. doi:10.1080/0951192X.2010.542183.CrossRef Xu, Y., Elgh, F., Erkoyuncu, J. A., Bankole, O., Goh, Y. M., Cheung, W. M., et al. (2012). Cost engineering for manufacturing: current and future research. [article]. International Journal of Computer Integrated Manufacturing, 25(4/5), 300–314. doi:10.​1080/​0951192X.​2010.​542183.CrossRef
Zurück zum Zitat Yan, Y., Davison, R. M., & Mo, C. (2013). Employee creativity formation: the roles of knowledge seeking, knowledge contributing and flow experience in web 2.0 virtual communities. Computers in Human Behavior, 29(5), 1923–1932. doi:10.1016/j.chb.2013.03.007.CrossRef Yan, Y., Davison, R. M., & Mo, C. (2013). Employee creativity formation: the roles of knowledge seeking, knowledge contributing and flow experience in web 2.0 virtual communities. Computers in Human Behavior, 29(5), 1923–1932. doi:10.​1016/​j.​chb.​2013.​03.​007.CrossRef
Zurück zum Zitat Yang, J. (2010). The knowledge management strategy and its effect on firm performance: a contingency analysis. International Journal of Production Economics, 125(2), 215–223.CrossRef Yang, J. (2010). The knowledge management strategy and its effect on firm performance: a contingency analysis. International Journal of Production Economics, 125(2), 215–223.CrossRef
Zurück zum Zitat Yeo, M. L., & Arazy, O. (2012). What Makes Corporate Wikis Work? Wiki Affordances and Their Suitability for Corporate Knowledge Work. In K. Peffers, M. Rothenberger, & B. Kuechler (Eds.), Design Science Research in Information Systems. Advances in Theory and Practice (vol. 7286, pp. 174–190). Springer Berlin Heidelberg: Lecture Notes in Computer Science.CrossRef Yeo, M. L., & Arazy, O. (2012). What Makes Corporate Wikis Work? Wiki Affordances and Their Suitability for Corporate Knowledge Work. In K. Peffers, M. Rothenberger, & B. Kuechler (Eds.), Design Science Research in Information Systems. Advances in Theory and Practice (vol. 7286, pp. 174–190). Springer Berlin Heidelberg: Lecture Notes in Computer Science.CrossRef
Zurück zum Zitat Yin, R. K. (2014). Case study research: Design and methods (5ed.). Thousand Oaks: SAGE Publications. Yin, R. K. (2014). Case study research: Design and methods (5ed.). Thousand Oaks: SAGE Publications.
Zurück zum Zitat Zangiski, M. A. D. S. G., DE Lima, E. P., & DA Costa, S. E. G. (2013). Organizational competence building and development: contributions to operations management. International Journal of Production Economics, 144(1), 76–89.CrossRef Zangiski, M. A. D. S. G., DE Lima, E. P., & DA Costa, S. E. G. (2013). Organizational competence building and development: contributions to operations management. International Journal of Production Economics, 144(1), 76–89.CrossRef
Zurück zum Zitat Zhang, X., & Venkatesh, V. (2013). Explaining employee job performance: the role of online and offline workplace communication networks. MIS Quarterly, 37(3), 695–722. Zhang, X., & Venkatesh, V. (2013). Explaining employee job performance: the role of online and offline workplace communication networks. MIS Quarterly, 37(3), 695–722.
Zurück zum Zitat Zinser, S., & Boch, D. (2007). Flexible Arbeitswelten: so geht’s!: Do’s and Don’ts aus dem flexible-office-netzwerk. Zurich: VDF Hochschulverlag AG an der ETH. Zinser, S., & Boch, D. (2007). Flexible Arbeitswelten: so geht’s!: Do’s and Don’ts aus dem flexible-office-netzwerk. Zurich: VDF Hochschulverlag AG an der ETH.
Metadaten
Titel
A system framework for gamified Cost Engineering
verfasst von
Eric Zimmerling
Patrick J. Höflinger
Philipp G. Sandner
Isabell M. Welpe
Publikationsdatum
01.12.2016
Verlag
Springer US
Erschienen in
Information Systems Frontiers / Ausgabe 6/2016
Print ISSN: 1387-3326
Elektronische ISSN: 1572-9419
DOI
https://doi.org/10.1007/s10796-016-9624-3

Weitere Artikel der Ausgabe 6/2016

Information Systems Frontiers 6/2016 Zur Ausgabe

Premium Partner