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Work and Play: An Experiment in Enterprise Gamification

Published:27 February 2016Publication History

ABSTRACT

In recent years, gamification, “the use of game design elements in non-game contexts”, has drawn the attention of an increasing number of scientists. Although several studies highlighted the benefits of gamification in many applications, its potential in the \emph{enterprise} environment still needs to be fully understood.

This work contributes to the studies in enterprise gamification with an experiment performed at a large multinational company. The experiment involved 206 employees for a period of 2 months. We describe a modular and extensible framework for enterprise gamification, designed to seamlessly integrate with existing enterprise-class Web systems. We studied how a gamified tool can help to foster employees' engagement with such systems, by making day-to-day tasks more stimulating.

We show how different game mechanics can help to achieve two business needs, namely social interaction and learning. To this end, we exploited the gamification framework to develop a Q&A Web application combined with learning, news sharing, and social connections capabilities. Results provide strong evidence of how a gamified experience can foster learning and social behaviour in employees, and provide new insights about the effectiveness of several game mechanics in an enterprise context.

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  1. Work and Play: An Experiment in Enterprise Gamification

            Recommendations

            Reviews

            Fjodor J. Ruzic

            There is an increasing desire to apply gamification internally in the workplace through a new subcategory: enterprise gamification. This subcategory is not yet well covered in the literature, so Stanculescu et al. have done great work with this paper. They present an interesting approach in research on enterprise gamification values in real-world deployment through the Work&Play gamification engine, designed for the enterprise environment. The enterprise system is decomposed to the game elements and game mechanics that are presented as key categories of enterprise gamification applications. The research is focused on the "how much of an IBMer are you (HMIAY)" application that has been developed and deployed at IBM. The authors developed their work in line with the game mechanics on which the Work&Play framework and HMIAY application are configured. With the brilliant decomposition of the enterprise gamification engine, the authors based their methodology on research questions for participants from various countries and different work cultures, making the findings and final results of this research much more trustworthy. The research includes three research questions, each bearing the context of relevant dependent variables of the experiments: user engagement, social online behavior, and learning. Besides the review of these three dependent variables, the authors also investigate the influences of the independent variables within the game mechanics implemented in the application via leaderboards and badges. The authors successfully elaborate the results in the context of research topics: recruitment and retention, user engagement, social behavior, learning, and legal and ethical aspects. Finally, they also conclude that gamification engines like Work&Play ask for more attention on privacy issues: Our work bridged the gap between an employee's professional and private information by combining user data from social and professional networks with enterprise data. Respecting user's privacy is not only required from a legal and an ethical point of view, it has also been a critical part of system design because trust is a prerequisite for engagement. These words are quite appropriate to the notion of enterprise gamification as a tool for improving inherent motivation for continuous workforce engagement. It is certainly recommended reading and will be a source for further research in the field of enterprise gamification systems development and real-world deployment. Online Computing Reviews Service

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            • Published in

              cover image ACM Conferences
              CSCW '16: Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing
              February 2016
              1866 pages
              ISBN:9781450335928
              DOI:10.1145/2818048

              Copyright © 2016 ACM

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              Publication History

              • Published: 27 February 2016

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              CSCW '16 Paper Acceptance Rate142of571submissions,25%Overall Acceptance Rate2,235of8,521submissions,26%

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