Information Technology Reference
In-Depth Information
Chapter 9
Gamification of Workplace Activities
Michael Meder, Brijnesh Johannes Jain, Till Plumbaum
and Frank Hopfgartner
Abstract Gamification—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 4years. 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 assump-
tions 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.
Procrastination
Steven lifted his head from the office desk and instinctively looked at the clock at
the wall. 5o'clock in the afternoon. Once again, he had fallen asleep at his desk.
It was the eighth time already that this had happened this month. Well, at least
he had an individual office for himself so that his colleagues did not notice when
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