2018
DOI: 10.1007/978-3-030-02302-7_7
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Conceptualising Gamification Risks to Teamwork within Enterprise

Abstract: 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 cla… Show more

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Cited by 11 publications
(13 citation statements)
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“…Elsewhere, persuasive technology and gamification tools demonstrate their power to motivate users to change their behaviour [8,9]. Importantly, incorrectly embedding these tools in the design of SNS can be detrimental to the user experience and create problems [10,11]. For example, users might get overloaded when they get detailed usage feedback which might lead them to misunderstand the provided data.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Elsewhere, persuasive technology and gamification tools demonstrate their power to motivate users to change their behaviour [8,9]. Importantly, incorrectly embedding these tools in the design of SNS can be detrimental to the user experience and create problems [10,11]. For example, users might get overloaded when they get detailed usage feedback which might lead them to misunderstand the provided data.…”
Section: Introductionmentioning
confidence: 99%
“…using a different account and device. Gamification tools can also negatively affect users' intrinsic motivation and make them more interested in the rewards they can get by following a certain behaviour [11,12] than in the genuine or initial goal. This reinforces the necessity to define users' needs to minimise the negative side-effects that can occur when implementing these tools into SNS.…”
Section: Introductionmentioning
confidence: 99%
“…To form the basis of the method, we built upon and extended our previous works on management strategies for gamification risks and the taxonomy of risks factors and exemplar risks proposed in Refs. [8,9]. In addition, this paper focused on the best application of these management strategies for a well-managed and healthier implementation of the gamification system in a teamwork environment.…”
Section: Discussionmentioning
confidence: 99%
“…The analysis of the results in the first and the second stages was the main sources for our work published in Refs. [8,9].…”
Section: Focus Groupmentioning
confidence: 99%
“…Providing this information at the right time may improve users' belief and trust in the software. Because users exhibit different skills and self-esteem levels, transparency concerning the delivering and sharing of performance feedback collectively should be considered by all parties involved [29,30] in case group therapy approach or online peer support groups are applied [26]. Delivering such transparency information without consideration of these factors may lower some users' self-esteem and reduce their motivation, commitment towards the goals and, in the worst cases, may lead them to abandon their goals.…”
Section: Software Transparencymentioning
confidence: 99%