Gamification of Workplace Activities

dc.contributor.authorMeder, Michael
dc.contributor.authorJain, Brijnesh Johannes
dc.contributor.authorPlumbaum, Till
dc.contributor.authorHopfgartner, Frank
dc.date.accessioned2021-06-15T17:28:03Z
dc.date.available2021-06-15T17:28:03Z
dc.date.issued2015-01-15
dc.description.abstractGamification—taking game design patterns and principles out of video games to apply them in non-game environments has become a popular idea in the last 4 years. It has also successfully been applied to workplace environments, but it still remains unclear how employees really feel about the introduction of a gamified system. We address this matter by comparing the employees’ subjective perception of gamification with their actual usage behavior in an enterprise application software. As a result of the experiment, we find there is a strong relationship visible. Following up on this observation, we pose the gamification design problem under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goals in the broadest sense, as the problem of assigning each user a game design element that maximizes their expected contribution to achieve these goals. We show that this problem can be reduced to a statistical learning problem and suggest matrix factorization as one solution when user interaction data is given. The hypothesis is that predictive models as intelligent tools for supporting users in decision-making may have the potential to support the design process in gamification.en
dc.identifier.eissn2191-6594
dc.identifier.isbn978-3-319-14177-0
dc.identifier.isbn978-3-319-14178-7
dc.identifier.isbn978-3-319-38060-5
dc.identifier.issn2191-6586
dc.identifier.urihttps://depositonce.tu-berlin.de/handle/11303/13253
dc.identifier.urihttp://dx.doi.org/10.14279/depositonce-12045
dc.language.isoenen
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/en
dc.subject.ddc000 Informatik, Informationswissenschaft, allgemeine Werkede
dc.subject.othergamificationen
dc.subject.otherdecision-makingen
dc.subject.otherworkspaceen
dc.subject.otheruser studyen
dc.subject.otherquestionnaireen
dc.titleGamification of Workplace Activitiesen
dc.typeBook Parten
dc.type.versionacceptedVersionen
dcterms.bibliographicCitation.booktitleSmart Information Systems : Computational Intelligence for Real-Life Applicationsen
dcterms.bibliographicCitation.doihttp://dx.doi.org/10.1007/978-3-319-14178-7_9en
dcterms.bibliographicCitation.editorHopfgartner, Frank
dcterms.bibliographicCitation.originalpublishernameSpringeren
dcterms.bibliographicCitation.originalpublisherplaceChamen
dcterms.bibliographicCitation.pageend268en
dcterms.bibliographicCitation.pagestart239en
tub.accessrights.dnbfreeen
tub.affiliationFak. 4 Elektrotechnik und Informatik::Inst. Wirtschaftsinformatik und Quantitative Methoden::FG Agententechnologien in betrieblichen Anwendungen und der Telekommunikation (AOT)de
tub.affiliation.facultyFak. 4 Elektrotechnik und Informatikde
tub.affiliation.groupFG Agententechnologien in betrieblichen Anwendungen und der Telekommunikation (AOT)de
tub.affiliation.instituteInst. Wirtschaftsinformatik und Quantitative Methodende
tub.publisher.universityorinstitutionTechnische Universität Berlinen

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