Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work 2012
DOI: 10.1145/2145204.2145362
|View full text |Cite
|
Sign up to set email alerts
|

Removing gamification from an enterprise SNS

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
129
0
6

Year Published

2013
2013
2024
2024

Publication Types

Select...
4
3
2

Relationship

0
9

Authors

Journals

citations
Cited by 217 publications
(135 citation statements)
references
References 8 publications
0
129
0
6
Order By: Relevance
“…In EyeWire, the team made frequent note of the various requests made by players and the negative reaction many players had to changing features -regardless of the intention behind the change or the scientific needs which motivated such changes. Similarly, it would suggest that removing game elements that have been used by an established community such as in EyeWire would have a detrimental effect, comparable to those impacts reported in enterprise social networks [Thom et al 2012]. This trade-off in balancing the needs of game players with the needs of project scientists is an interesting area for further research that was not significantly explored in the literature surveyed.…”
Section: Analysis Of Gamification Effectsmentioning
confidence: 99%
“…In EyeWire, the team made frequent note of the various requests made by players and the negative reaction many players had to changing features -regardless of the intention behind the change or the scientific needs which motivated such changes. Similarly, it would suggest that removing game elements that have been used by an established community such as in EyeWire would have a detrimental effect, comparable to those impacts reported in enterprise social networks [Thom et al 2012]. This trade-off in balancing the needs of game players with the needs of project scientists is an interesting area for further research that was not significantly explored in the literature surveyed.…”
Section: Analysis Of Gamification Effectsmentioning
confidence: 99%
“…Even in professional contexts, the use of scoring systems has been demonstrated to increase use of an internal social networking site [34]. When combined with social networks that make these achievements visible, these features introduce an element of competition between, and playful awareness of others.…”
Section: Strategies For Engagementmentioning
confidence: 99%
“…As some evidence suggests that the experiential aspect of use may overlap with its productive aspect (Agarwal and Karahanna 2000), this term will be defined here as denoting a dimension rather than a discrete form of use. Indeed, as indicated by current interest in "gamification" (Deterding et al 2011, Thom et al 2012, this experiential dimension of use is increasingly being integrated into conventional and business-oriented systems to improve user engagement. Recent studies suggest, though, that applications where the experiential dimension of use predominates impose new demands on the creativity and collaborative practices of software development teams.…”
Section: Introductionmentioning
confidence: 99%