TY - GEN
T1 - Conceptualising gamification risks to teamwork within enterprise
AU - Algashami, Abdullah
AU - Cham, Sainabou
AU - Vuillier, Laura
AU - Stefanidis, Angelos
AU - Phalp, Keith
AU - Ali, Raian
N1 - Publisher Copyright:
© IFIP International Federation for Information Processing 2018.
PY - 2018
Y1 - 2018
N2 - 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.
AB - 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.
KW - Gamification
KW - Human factors in computing
KW - Risk assessment
UR - http://www.scopus.com/inward/record.url?scp=85056488134&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-02302-7_7
DO - 10.1007/978-3-030-02302-7_7
M3 - Conference Proceeding
AN - SCOPUS:85056488134
SN - 9783030023010
T3 - Lecture Notes in Business Information Processing
SP - 105
EP - 120
BT - The Practice of Enterprise Modeling - 11th IFIP WG 8.1. Working Conference, PoEM 2018, Proceedings
A2 - Karagiannis, Dimitris
A2 - Buchmann, Robert Andrei
A2 - Kirikova, Marite
PB - Springer Verlag
T2 - 11th IFIP WG 8.1 Conference on the Practice of Enterprise Modeling, PoEM 2018
Y2 - 31 October 2018 through 2 November 2018
ER -