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The increasingly popular trend of gamification has proved powerful in many areas, such as education and marketing, and has started making its way to the corporate environment. This exploratory study is focused on a particular part of corporate applicationsusing gamification to empower knowledge workers and to help them to interact with each other. Based on a review of the extant literature and an exploratory case study, we conceptualise different ways in which gamification supports knowledge workers and influences the dynamics of their interactions. The case study we present is that of online retailer Zappos who have been pioneers in this field. This paper is intended as the beginning of a journey towards utilising gamification in various aspects of knowledge work. Through studying the Zappos case, we draw out key learning points that can be used by other organisations in their journey to use gamification to empower knowledge workers. The paper also identifies areas for further research relevant to expert and intelligent systems, including the potential for synergies between gamification and intelligent systems, and the use of gamification in intelligent systems implementation.
Gamification is an emerging area in research and practice that has sparked considerable interest in management studies. The attention to gamification is amplified by the ubiquitous nature of digital technologies and augmented reality which touches on how people work and learn socially. Consequently, gamified tools’ affordances affect situated learning in working environments through their implications on human relations in practice. However, the dynamics between gamification and situated learning have not been considered in the literature. Thus, drawing on the synthesis of gamification and situated learning literatures, we offer a model of gamifying situated learning in organisations. Thereby, our discussion explains the role of gamified affordances and their socio-material characteristics, which blend with situated learning as people indwell on such tools in their work. Moreover, gamified tools can afford the technological support of community-building and networking in organisations. Such gamified communities and networks, in turn, can be seen to existing within a gamified altered reality as part of which the physical distance and proximity of situated learning activities become inevitably bridged and joined together.
During the Covid-19 pandemic, citizens self-organized at an unprecedented scale to support vulnerable people in neighbourhoods, towns, and cities. Drawing on an in-depth study of an online volunteering group that emerged at the beginning of the pandemic and helped thousands of people in a UK city, we unpack how citizens co-construct social media spaces to orchestrate helping activity during a crisis. Conceptualizing a novel synthesis of classical garbage can theory and virtual space, we reveal how emergent groups use 'spatial partitioning' and 'spatial mapping' to create a multi-layered spatial architecture that distributes decision-making and invites impromptu choice occasions: spontaneous matchmaking, proximal chance connects, and speculative attraction. Our insights extend the study of emergent organizing and decision-making in crises. Furthermore, we advance a new line of theorizing which exploits garbage can theory, beyond its existing application in classical decision sciences, to posit a spatial view of organizing that paves the way for its novel applications in organization studies.
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