Gamification corresponds to the use of game elements to encourage certain attitudes and behaviours in a serious context. When applied to enterprise teamwork, gamification can lead to negative side-effects which compromise its benefits. For example, applying competitive elements such as leaderboard may lead to clustering amongst team members and encourage adverse work ethics such as intimidation and pressure. Despite the recognition of the problem in the literature, the research on concretising such gamification risks is scarce. There is also a lack of methods to identify gamification risks and their management strategies. In this paper, we conduct a multi-stage qualitative research and develop taxonomy of risks, risk factors and risk management strategies. We also identify the modalities of application of these strategies, including who should be involved and how. Finally, we provide a checklist to help the risk identification process as a first step towards a comprehensive method for eliciting and managing gamification risks to teamwork within enterprises.Systems 2019, 7, 9 2 of 30 human factors such as motivation, personality, enterprise culture and group dynamics as well as business requirements, such as increasing efficiency and quality.In this paper, we build on our findings published in Ref.[8] which focused on conceptualising the main risks and risk factors of gamification systems to the teamwork within an enterprise. We also build on our findings presented in Ref.[9] regarding a set of management strategies to managing gamification risks and develop the main contribution of this research, which revolves around two key aspects. The first one relates to the various modalities of applications of such management strategies. This includes the different purposes of usage, styles of applications, timings and stakeholders. The second one relates to our proposal of a checklist tool, which is meant to help stakeholders in the decision-making session to identify and resolve gamification risks. In doing so, we take a significant step towards a systematic method for the elicitation, assessment, and mitigation of gamification risks to teamwork within enterprises.
Literature ReviewSeveral studies in the literature proposed methods and principles to develop gamification. Nicholson [10] developed a user-centered theoretical framework to develop and design gamification. The framework main idea is to focus on users' needs and goals over the ones from the organisation's. Huotari and Hammari [11] argued that gamification techniques should be designed to add value to an enterprise such as increasing staff willingness to work and to increase customers satisfactions regarding the overall value of the provided services. In other words, gamification shall be engineered on top of the existing information systems. In addition, Deterding [12] emphasised the need for "meaningful play" in gamification design in which users' needs and requirements are the main focus for successful implementation of gamification, rather than the abstract...