2017
DOI: 10.1108/wjstsd-01-2017-0002
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Changing the game: a case for gamifying knowledge management

Abstract: Purpose This exploratory paper investigates gamification as a medium for knowledge workers to interact with each other. The purpose of this paper is to open the discussion around the sustaining impact that gamification might have on knowledge management (KM). Design/methodology/approach The paper employs an exploratory literature review investigating the current state of the art in relation to KM and gamification; this literature review serves as the starting point of subsequent theorizing. Findings Based … Show more

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Cited by 38 publications
(26 citation statements)
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“…A number of studies ( n = 6) consider the use of game design elements in knowledge management activities (e.g. Abedi et al, 2018; Shpakova et al, 2017; Swacha, 2015; Tsourma et al, 2019). According to recent studies, game design elements such as points, badges, and potential rewards for knowledge sharing are helpful tools to enhance the quality of knowledge sharing and cooperative behavior, when the corporate culture is characterized by feedback and openness (e.g.…”
Section: Gamification In Hrm: Current State-of-the-artmentioning
confidence: 99%
“…A number of studies ( n = 6) consider the use of game design elements in knowledge management activities (e.g. Abedi et al, 2018; Shpakova et al, 2017; Swacha, 2015; Tsourma et al, 2019). According to recent studies, game design elements such as points, badges, and potential rewards for knowledge sharing are helpful tools to enhance the quality of knowledge sharing and cooperative behavior, when the corporate culture is characterized by feedback and openness (e.g.…”
Section: Gamification In Hrm: Current State-of-the-artmentioning
confidence: 99%
“…A variety of game elements classifications have offered taxonomies of the elements (Blohm & Leimeister, 2013;Deterding et al, 2011;Werbach & Hunter, 2012;Zicherman & Cunningham, 2011). Many frameworks are based on a commonly accepted MDA (Mechanics, Dynamics, Aesthetics) model, developed for game design (Hunicke, LeBlanc, & Zubek, 2004), however, most of them interpret incorrectly the levels of this model (see Shpakova, Dörfler, & MacBryde, 2017 for more detail).…”
Section: Clarifying Gamificationmentioning
confidence: 99%
“…Most researchers classify game elements by their levels of abstraction, varying from two (Blohm & Leimeister, 2013) to five (Deterding et al, 2011). These classification are predominantly based on the (re-)interpretation of the MDA (mechanics, dynamics and aesthetics) framework of Hunicke et al (2004) developed for game design; however, these levels are not always interpreted the same way (Shpakova, Dörfler, & MacBryde, 2017). In this paper we have adopted the framework of Werbach and Hunter (2012), because it is aligned with the MDA framework and suggests a logical hierarchy of game elements, starting from the components (elements we interact with), through mechanics that bind them together, to the dynamics that suggest the types of behaviour that we want the system to nurture (Figure 2).…”
Section: Play Games and Gamification In The Context Of Innovationmentioning
confidence: 99%