Gamification is a powerful paradigm and a set of best practices used to motivate people carrying out a variety of ICT-mediated tasks. Designing gamification solutions and applying them to a given ICT system is a complex and expensive process (in time, competences and money) as software engineers have to cope with heterogeneous stakeholder requirements on one hand, and Acceptance Requirements on the other, that together ensure effective user participation and a high level of system utilization. As such, gamification solutions require significant analysis and design as well as suitable supporting tools and techniques. In this work, we compare concepts, tools and techniques for gamification design drawn from Software Engineering and Human and Organizational Behaviors. We conduct a comparison by applying both techniques to the specific Meeting Scheduling exemplar used extensively in the Requirements Engineering literature.
Purpose
This paper aims to contribute to the literature concerning performance measurement tools which allow a balanced control of both social goals and financial performances in a hybrid organization.
Design/methodology/approach
This paper shows the result of an action research project performed within a hybrid organization in Northern Italy. The tool and the main indicators it should reflect were selected cooperating with the management and stakeholders, and the project was brought on by following Lewin’s (1947) three-stage approach (freezing, moving and, unfreezing).
Findings
The paper shows how a useful tool for measuring social and financial performances has to be driven by the stakeholders’ needs and has to take into consideration the organizational mission.
Originality/value
The paper contributes to the performance evaluation literature, as it focuses on a hybrid organization with an action research approach which contributes to bridging the gap between research and practice.
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